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Network
2014-07-07, 08:47 AM
So, this is a rework of my entry for the Base Class Contest XIX (http://www.giantitp.com/forums/showthread.php?301714-Base-Class-Contest-XIX-Inner-Might), with changes made to the class to accomodate the reviews received from the contest, and the addition of more than 50 new formulas. In the near future I will also add two new base classes using the planecasting subsystem, but it's a work in progress.

Table of Content:
Post 2: Planar Mage base class (http://www.giantitp.com/forums/showsinglepost.php?p=17733357&postcount=2)
Post 3: Planar Devotee base class (http://www.giantitp.com/forums/showsinglepost.php?p=17733366&postcount=3)
Post 4: Astral Trickster base class (http://www.giantitp.com/forums/showsinglepost.php?p=17733370&postcount=4)
Post 5: New feats and player options (http://www.giantitp.com/forums/showsinglepost.php?p=17733375&postcount=5)
Post 6: Rules and fluff of planecasting (http://www.giantitp.com/forums/showsinglepost.php?p=17733381&postcount=6)
Post 7: Bestiary (http://www.giantitp.com/forums/showsinglepost.php?p=17733384&postcount=7)
Post 8: Formula lists (http://www.giantitp.com/forums/showsinglepost.php?p=17733389&postcount=8)
Post 9: Planar Mage formulas (1/4) (http://www.giantitp.com/forums/showsinglepost.php?p=17733398&postcount=9)
Post 10: Planar Mage formulas (2/4) (http://www.giantitp.com/forums/showsinglepost.php?p=17733405&postcount=10)
Post 11: Planar Mage formulas (3/4) (http://www.giantitp.com/forums/showsinglepost.php?p=17733414&postcount=11)
Post 12: Planar Mage formulas (4/4) (http://www.giantitp.com/forums/showsinglepost.php?p=17733421&postcount=12)

Network
2014-07-07, 08:48 AM
Planar Mage

Put an optional image of your class here!

Do you like my blast of fire? I can do this all day.

There are many forms of magic and many ways to use them. Wizards learn arcane magic through intense study, but sorcerers only need to channel the power of their mighty ancestor (usually a dragon, but sometimes an outsider or an elemental). Divine magic is the custody of worshippers. Planar magic, for its part, is a wholly different set of skills : Planar Mages meditate for years to "synchronize" themselves with the constant flow of energy originating from the inner planes. As such, their magic functions differently.

Adventures: Planar Mages adventure for the same reasons as more traditional spellcasters : they want to practice their magic, and won't say no if they can become rich along the way.

Characteristics: Planar Mages can cast formulas, which are the equivalent of spells. They don't need to prepare their spells or use spell slots. Instead, they need planar points, which are spent when casting a formula and are slowly recovered over time. When they fight, they must spare their planar points to make sure they don't run out before the end of the encounter. Once it is done, they have plenty of time to recover their planar points before facing the next opponent.

Alignment: Planar Mages can be of any alignment, but they tend to be neutral aligned, because the planes have no particular affinity to alignments and a character must have at least some notions of balance to master their energy.

Religion: Some Planar Mages believe that the inner planes are sentient gods, granting their gift to those that please them. Others think that the harmony and self-discipline required to master planecasting is a religion in itself. Others yet worship elemental gods and various other entities of the inner planes.

Background: Planecasting results from intense efforts to harmonize the applicant with the planes. In the Planar Mage's case, its the inner planes. Potential Planar Mages almost always study in one of many monasteries on the inner planes, but there are some of these locations in other planes, including the prime material. These monasteries are often directed by genies or elemental creatures. Finally, some Planar Mages learn their powers directly from a teacher of the class, but they are rare.

Races: Planar Mages are most common amongst races of the inner planes, such as genies. Those born in the material plane are usually genasi. Very rarely will a character become a Planar Mage if he does not have a least a remote connection to one of the inner planes. Amongst humanoids native to the material plane, humans are the most likely to have such connection.

Other Classes: Planar Mages tend to dislike more traditional spellcasters, which they see as too limited. After all, a wizard can only cast a couple of spells per day, but a Planar Mage can cast formulas all day as long as he gets enough time to accumulate the planar points he needs. However, they respect divine spellcasters for their dedication to an higher power. Monks receive the same treatment, especially since many adherent Planar Mages trained in monasteries. Finally, Planar Mages usually have a low opinion of fighting classes, which they see as meat shields, as well as of roguelike classes, because they see magic as intrinsically better than lockpicking and stealing skills.

Role: Planar Mages are the equivalent of arcane spellcasters. At lower level, they can use their formulas to attack at range, hide their allies or protect them from the effects of certain planes. As they improve in level, their slowly learn formulas that can damage multiple opponents at once, improve their fighting abilities or give them utilitarian tools to use between encounters.

Adaptation: As GM's discretion, a Planer Mage may be an elemental-bending character with no particular connection to the inner planes. The planecasting subsystem may also be refluffed into something else, such as emotion-based magic, but this would require greater adjustment and the creation of many new formulas.

GAME RULE INFORMATION
Planar Mages have the following game statistics.
Abilities: A Planar Mage needs a high enough Charisma score to learn high level formulas and improve the save DC of them. Like any character, he benefits from having a high Constitution score and gets more hit points as a result. Dexterity will improve his Armor Class and thus make him avoid some hits. Finally, a decent Strength score may allow him to fight in melee should he lack the planar points he needs to cast formulas.
Alignment: Any
Hit Die: d8
Starting Age: Complex.
Starting Gold: 5d4 x 10 gp (125 gp).

Class Skills
The Planar Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

PLANAR MAGE


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Formulas Known
Maximum Formula Level Known


1st

+0

+0

+0

+2
Instant Recovery (full-round action), Planecasting

1

1


2nd

+1

+0

+0

+3
—

2

1


3rd

+2

+1

+1

+3
—

3

1


4th

+3

+1

+1

+4
—

5

2


5th

+4

+1

+1

+4
Bonus Feat

6

2


6th

+4

+2

+2

+5
—

8

3


7th

+5

+2

+2

+5
Instant Recovery (standard action)

9

3


8th

+6/+1

+2

+2

+6
—

11

4


9th

+6/+1

+3

+3

+6
—

12

4


10th

+7/+2

+3

+3

+7
Bonus Feat

14

5


11th

+8/+3

+3

+3

+7
—

15

5


12th

+9/+4

+4

+4

+8
—

17

6


13th

+9/+4

+4

+4

+8
Instant Recovery (move action)

18

6


14th

+10/+5

+4

+4

+9
—

20

7


15th

+11/+6/+1

+5

+5

+9
Bonus Feat

21

7


16th

+12/+7/+2

+5

+5

+10
—

23

8


17th

+12/+7/+2

+5

+5

+10
—

24

8


18th

+13/+8/+3

+6

+6

+11
—

26

9


19th

+14/+9/+4

+6

+6

+11
Instant Recovery (swift action)

27

9


20th

+15/+10/+5

+6

+6

+12
Bonus Feat

28

9



Class Features
All of the following are class features of the Planar Mage.

Weapon and Armor Proficiencies: Planar Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Planecasting (Sp): Planar Mages rely on a form of magic known as planecasting. A Planar Mage casts spell-like abilities known as formulas, which are drawn from the Planar Mage formula list. He can cast any formula he knowns without preparing it ahead of time, but doing so requires the spending of planar points (see below).

To learn or cast a formula, a Planar Mage must have a Charisma score equal to at least 10 + the effective spell level. The Difficulty Class for a saving throw against a Planar Mage's formula is 10 + the effective spell level + the Planar Mage's Charisma modifier.

A Planar Mage's selection of formulas is extremely limited. He begins play knowing one 1st-level formula of his choice. At each new Planar Mage level, he gains one or more new formulas, as indicated on Table: Planar Mage. These new formulas can be common ones chosen from the Planar Mage formula list, formulas from the lists he can access thanks to his planeshaping feats, or formulas discovered through study. Formulas discovered by study count normally toward his maximum number of formulas ; thus, they are only gained on a level up.

A Planar Mage can cast any formula he knows at any time, assuming he has enough planar points remaining to cast it. There are many types of planar points associated with different planes, but the Planar Mage only needs air points (shortened A), earth points (E), fire points (F), water points (W), positive energy points (P) and negative energy points (N). Other planecasting classes may use different types of points. Spent planar points recover naturally at the rate of 1 per minute (taken individually for each type of points), though there are ways to quicken the process. The Planar Mage can only have a given amount of points at any time, as indicated on Table: Planar Points.

PLANAR POINTS


Level
Air Points
Earth Points
Fire Points
Water Points
Positive Energy Points
Negative Energy Points


1st

1

1

1

1

-

-


2nd

1

1

1

1

-

-


3rd

2

2

2

2

-

-


4th

2

2

2

2

-

-


5th

3

3

3

3

-

-


6th

3

3

3

3

1

1


7th

4

4

4

4

2

2


8th

4

4

4

4

2

2


9th

5

5

5

5

3

3


10th

5

5

5

5

3

3


11th

6

6

6

6

4

4


12th

6

6

6

6

4

4


13th

7

7

7

7

5

5


14th

7

7

7

7

5

5


15th

8

8

8

8

6

6


16th

8

8

8

8

6

6


17th

9

9

9

9

7

7


18th

9

9

9

9

7

7


19th

10

10

10

10

8

8


20th

10

10

10

10

8

8



Instant Recovery (Su): At first level, a Planar Mage may use a full-round action to instantly recover 1 planar point or any one type. He can do so at will, but never more than once per round.

At seventh level, a Planar Mage can do so as a standard action.

At thirteenth level, a Planar Mage only needs a move action, though the limit of one time per round still apply.

At twentieth level, a Planar Mage can use this ability as a swift action.

Bonus Feat: At 5th, 10th, 15th and 20th level, a Planar Mage gains a bonus feat. At each such opportunity, he can choose a metaformula feat, a planeshaping feat or a feat from the following list (feats with an asterisk are in the feat section): Augment Summoning, Beckon the Frozen (Frost), Boost Spell-like Ability (BoVD), Combat Casting, Elemental Ray Mastery*, Elemental Spellcasting (PlH), Empower Spell-like Ability, Energy Gestalt (CM), Fundamental Ray Mastery*, Greater Spell Focus, Greater Spell Penetration, Heighten Spell-like Ability (CAr), Improved Counterspell, Maximize Spell-like Ability (CAr), Quicken Spell-like Ability, Skill Focus (Knowledge (the planes)), Spell Focus, Spell Penetration or Steam Magic (Sto). The Planar Mage must still meet all prerequisites for a bonus feat, including caster level minimums (which he can fulfill with the spell-like abilities he gains as a planecaster).

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Planar Mage is not limited to the feats above when choosing these feats.

Note that, even though many of the feats above mention spells in their description, their benefits also apply to spell-like abilities (which does include formulas).

Network
2014-07-07, 08:50 AM
Reserved for the Planar Devotee

Network
2014-07-07, 08:51 AM
Astral Trickster

Put an optional image of your class here!

I did not open the lock to the king's treasury to steal it, I swear that I am innocent. Actually, I passed through the wall.

As per the rule of three, there are three ways to go from one place to another on the Material Plane without ever bothering about such thing as a wall, locked door or hallway. The Astral Trickster is smart enough to know that, and so she learned of the three planes that border on the prime material ; the astral plane, the ethereal plane, and the plane of shadow. Due to the proximity of these planes, there are loopholes in reality that an Astral Trickster learns to use to channel the power of the transitive planes. These tricks allow one to move from anywhere to everywhere, and so are a great tool to any thief.

Adventures: Most of the time, Astral Tricksters want money. Their skills lead themselve so easily to stealing and grave robbing that members of this class rarely bother using them for virtuous (or nefarious) purposes, unless they can get money out of it.

Characteristics: An Astral Trickster is in many way similar to a rogue, though her abilities in this regard are somewhat diminished to compensate for her planecasting. The Astral Trickster class is also the only one of the three planecasting base classes to have spell-like abilities in addition to her planecasting.

Alignment: Due to their typical background as thieves, Astral Tricksters tend toward chaotic. They are not especially attracted toward good or evil, so chaotic neutral is the most common alignment for them. Of course, many of them still end up on the side of good or evil, and while rater uncommon, some can even be lawful (good, neutral or evil).

Religion: ???

Background: ???

Races: Curiously, this class is most common amongst gnomes and halflings. It is presumed that the gnome's natural affinity with the Plane of Shadow makes them prone to this particular kind of planecasting, while the halfling's cunning and thief skill come in handy for those that become Astral Tricksters. Perhaps unsurprisingly, humans are also likely to take this class, though less that their smaller cousins. Very few (if any) Astral Tricksters come from a non-humanoid race, and this particular form of planecasting is practically unknown outside of the material and transitive planes.

Other Classes: ???

Role: ???

Adaptation: ???

GAME RULE INFORMATION
Astral Tricksters have the following game statistics.
Abilities: Intelligence is the Astral Trickster's most important ability score, since determines the save DC of her formulas and the highest level of formula she can access. Dexterity will make her harder to hit and is used for many of her class skills. Finally, Constitution is useful for any character and can make her much more durable.
Alignment: Any
Hit Die: d6
Starting Age: Moderate.
Starting Gold: 5d4 x 10 gp (125 gp).

Class Skills
The Astral Trickster's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Forgery (Int), Hide (Dex), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spellcraft (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

ASTRAL TRICKSTER


Level
BAB
Fort
Ref
Will
Special
Formulas Known
Maximum Formula Level Known


1st
+0
+0
+2
+2
Planecasting, Trapfinding
1
1st


2nd
+1
+0
+3
+3
Evasion
1
1st


3rd
+2
+1
+3
+3
Misdirection 1/day
2
1st


4th
+3
+1
+4
+4
Sneak attack +1d6
4
2nd


5th
+3
+1
+4
+4
Misdirection 2/day, Nondetection 1/day
5
2nd


6th
+4
+2
+5
+5
Trap sense +1
7
3rd


7th
+5
+2
+5
+5
Nondetection 2/day
8
3rd


8th
+6/+1
+2
+6
+6
Sneak attack +2d6
10
4th


9th
+6/+1
+3
+6
+6
Teleport 1/day
11
4th


10th
+7/+2
+3
+7
+7
Trap sense +2
13
5th


11th
+8/+3
+3
+7
+7
Teleport 2/day
14
5th


12th
+9/+4
+4
+8
+8
Sneak attack +3d6, Undetectable
16
6th


13th
+9/+4
+4
+8
+8
Greater Teleport 1/day
17
6th


14th
+10/+5
+4
+9
+9
Trap sense +3
19
7th


15th
+11/+6/+1
+5
+9
+9
Greater Teleport 2/day
20
7th


16th
+12/+7/+2
+5
+10
+10
Sneak attack +4d6
22
8th


17th
+12/+7/+2
+5
+10
+10
Plane Shift 1/day
23
8th


18th
+13/+8/+3
+6
+11
+11
Trap sense +4
25
9th


19th
+14/+9/+4
+6
+11
+11
Plane Shift 2/day
26
9th


20th
+15/+10/+5
+6
+12
+12
Sneak attack +5d6
27
9th



Class Features
All of the following are class features of the Astral Trickster.

Weapon and Armor Proficiencies: The Astral Trickster is proficient with all simple weapons, plus the hand crossbow and short sword. She is not proficient with any type of armor or shield.

Planecasting (Sp): AnAstral Trickster relies on a form of magic known as planecasting. An Astral Trickster casts spell-like abilities known as formulas, which are drawn from the Astral Trickster formula list. She can cast any formula she knowns without preparing it ahead of time, but doing so requires the spending of planar points (see below).

To learn or cast a formula, an Astral Trickster must have an Intelligence score equal to at least 10 + the effective spell level. The Difficulty Class for a saving throw against an Astral Trickster's formula is 10 + the effective spell level + the Astral Trickster's Intelligence modifier.

An Astral Trickster's selection of formulas is extremely limited. She begins play knowing one 1st-level formula of her choice. At each new Astral Trickster level (except 2nd), she gains one or more new formulas, as indicated on Table: Astral Trickster. These new formulas can be common ones chosen from the Astral Trickster formula list, formulas from the lists she can access thanks to her planeshaping feats, or formulas discovered through study. Formulas discovered by study count normally toward her maximum number of formulas ; thus, they are only gained on a level up.

An Astral Trickster can cast any formula she knows at any time, assuming she has enough planar points remaining to cast it. There are many types of planar points associated with different planes, but the Astral Trickster only needs astral points (Ast), ethereal points (Eth) and shadow points (S). Other planecasting classes may use different types of points. Spent planar points recover naturally at the rate of 1 per minute (taken individually for each type of points), though there are ways to quicken the process (for example, an Astral Trickster could take a level of Planar Mage to gain the Instant Recovery class feature, then use it to recover shadow points). The Astral Trickster can only have a given amount of points at any time, as indicated on Table: Planar Points.

PLANAR POINTS


Level
Astral Points
Ethereal Points
Shadow Points


1st

1

1

1


2nd

1

1

1


3rd

2

2

2


4th

2

2

2


5th

3

3

3


6th

3

3

3


7th

4

4

4


8th

4

4

4


9th

5

5

5


10th

5

5

5


11th

6

6

6


12th

6

6

6


13th

7

7

7


14th

7

7

7


15th

8

8

8


16th

8

8

8


17th

9

9

9


18th

9

9

9


19th

10

10

10


20th

10

10

10



Trapfinding: Astral Tricksters (like rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Astral Tricksters can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

An Astral Trickster who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Evasion (Ex): At 2nd level and higher, an Astral Trickster can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Astral Trickster is wearing light armor or no armor. A helpless Astral Trickster does not gain the benefit of evasion.

Misdirection (Sp): At 3rd level, the Astral Trickster can use Misdirection once per day as a spell-like ability (caster level equal to her planecaster level). She can use this ability twice per day at 5th level. Unlike most of her later spell-like abilities, Misdirection can be used without spending planar points.

Sneak Attack: If an Astral Trickster of 4th level or higher can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The Astral Trickster's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Astral Trickster flanks her target.

This extra damage is 1d6 at 4th level, and it increases by 1d6 every four Astral Trickster levels thereafter. Should the Astral Trickster score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, an Astral Trickster can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

An Astral Trickster can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The Astral Trickster must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Astral Trickster cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Sneak attack damage gained from multiple classes stack.

Nondetection (Sp): At 5th level, the Astral Trickster can use Nondetection once per day as a spell-like ability (caster level equal to her planecaster level). She can use this ability twice per day at 7th level. Unlike most of her later spell-like abilities, Nondetection can be used without spending planar points.

Trap Sense: At 6th level, an Astral Trickster gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Astral Trickster reaches 10th level, to +3 when she reaches 14th level, and to +4 when she reaches 18th level.

Trap sense bonuses gained from multiple classes stack.

Network
2014-07-07, 08:52 AM
Planecasting Feats

This section introduces two new types of feats for planecasters : metaformula feats and planeshaping feats. Also, many feats have prerequisites marked as "Planar points", with an amount and type of planar points mentioned in parenthesis. This means that the feat may only be selected by characters whose maximum amount of planar points of the mentioned type is at least equal to the amount in parenthesis. For example, "Planar points (3 A, 1 N)" means the character's maximum amount of air points must be at least 3, and his maximum amount of negative energy points must be at least 1. Some feats require the character to have planar points from more than one class, and are thus intended for multiclassed characters.

Metaformula feats allow you to modify a formula and are quite similar to metamagic feats, with two key differences : they are applied when the formula is being cast, with no increase in casting time, and they modify the cost of the formula instead of requiring a spell slot of an higher level. This change in cost often sets the cost of planar points to an amount dependent of the formula's effective level (but will not reduce the cost if it is already higher). Otherwise, it is an increase in the formula's cost. In either cases, changes to the cost of a formula due to metaformula feats are always applied last, after the increase in cost caused by the formula's augmentation (if any).

Planeshaping feats allow you to select your formulas from a given list in addition to the ones you can select from your planecasting classes. The new list of formulas accessible to you is stated in the feat's description. Most planeshaping feats also give you one or two formulas from the new list in addition to the ones you are entitled to due to your level.

Athasian Elementalist [General]
You know secret locations of the inner planes that are sometimes visited by clerics from Athas, including regions of the paraelemental planes that are tainted by positive energy. You can summon creatures from these places.
Prerequisites: Must know a formula from the Summon Elemental line of at least 3rd level.
Benefit: You add a variety of monsters to the lists of monsters you can summon with formulas of the Summon Elemental line ; refer to the table below for more information.

FormulaMonsterCostDescriptor
Summon Elemental IIRain Paraelemental, Small (ToA)3 A, 3 W, 1 PAir, Cold, Water
Summon Elemental IISilt Paraelemental, Small (ToA)3 E, 3 W, 1 PEarth, Water
Summon Elemental IISun Paraelemental, Small (ToA)3 A, 3 F, 1 PAir, Fire
Summon Elemental IIIRain Paraelemental, Medium (ToA)4 A, 4 W, 2 PAir, Cold, Water
Summon Elemental IIISilt Paraelemental, Medium (ToA)4 E, 4 W, 2 PEarth, Water
Summon Elemental IIISun Paraelemental, Medium (ToA)4 A, 4 F, 2 PAir, Fire
Summon Elemental IVRain Paraelemental, Large (ToA)5 A, 5 W, 3 PAir, Cold, Water
Summon Elemental IVSilt Paraelemental, Large (ToA)5 E, 5 W, 3 PEarth, Water
Summon Elemental IVSun Paraelemental, Large (ToA)5 A, 5 F, 3 PAir, Fire
Summon Elemental VAir Elemental Beast (ToA)6 AAir
Summon Elemental VEarth Elemental Beast (ToA)6 EEarth
Summon Elemental VFire Elemental Beast (ToA)6 FFire
Summon Elemental VMagma Paraelemental Beast (ToA)6 E, 6 FEarth, Fire
Summon Elemental VRain Paraelemental, Huge (ToA)6 A, 6 W, 4 PAir, Cold, Water
Summon Elemental VRain Paraelemental Beast (ToA)6 A, 6 W, 4 PAir, Water
Summon Elemental VSilt Paraelemental, Huge (ToA)6 E, 6 W, 4 PEarth, Water
Summon Elemental VSilt Paraelemental Beast (ToA)6 E, 6 W, 4 PEarth, Water
Summon Elemental VSun Paraelemental, Huge (ToA)6 A, 6 F, 4 PAir, Fire
Summon Elemental VSun Paraelemental Beast (ToA)6 A, 6 F, 4 PAir, Fire
Summon Elemental VWater Elemental Beast (swarm) (ToA)6 WWater
Summon Elemental VIRain Paraelemental, Greater (ToA)7 A, 7 W, 5 PAir, Cold, Water
Summon Elemental VISand Bride [Chaotic Evil] (ToA)5 NChaos, Evil
Summon Elemental VISilt Paraelemental, Greater (ToA)7 E, 7 W, 5 PEarth, Water
Summon Elemental VISun Paraelemental, Greater (ToA)7 A, 7 F, 5 PAir, Fire
Summon Elemental VIISand Mother [Chaotic Evil] (ToA)6 NChaos, Evil
Summon Elemental VIIIRain Paraelemental, Elder (ToA)9 A, 9 W, 7 PAir, Cold, Water
Summon Elemental VIIISilt Paraelemental, Elder (ToA)9 E, 9 W, 7 PEarth, Water
Summon Elemental VIIISun Paraelemental, Elder (ToA)9 A, 9 F, 7 PAir, Fire

Elemental Ray Mastery [General]
You may use your elemental ray in ways that are unusual for most Planar Mages, but which you master perfectly.
Prerequisites: Ability to cast the Elemental Ray formula.
Benefit: When you use the air application of your elemental ray, you may reduce the damage inflicted by half to deal sonic damage with it (instead of bludgeoning damage). In addition, your elemental ray may now counter and dispel any spell that has for effect a ray, missile, orb or similar, and that has a subtype that relates to an element or energy type. To counter that spell, the effective spell level of your elemental ray must be at least equal to the level of the spell (not accounting for metamagic and the like) minus 1, and you must use a specific application of your ray that depends of the subtype of that spell (if the spell has many subtypes, you may choose freely amongst the matching applications).


Subtype of the countered spell
Application to use


Acid
earth


Air
air


Cold
water


Earth
earth


Electricity
air


Fire
fire


Sonic
air


Water
water


Finally, if you are of 3rd level or higher, you can use a minor elemental ray known as a fundamental ray. That ray functions like the Elemental Ray formula and benefits from effects that improve on it, but cannot counter or dispel anything else than another fundamental ray (a regular elemental ray can counter it, however). The fundamental ray is a 0th-level formula (with an appropriate save DC), has a minimum cost of 0, and cannot be augmented. The damage it deals is equal to 1d4 * the amount of planar points you have remaining that is associated with the application you use. For example, if you currently have 3 F out of a possible 5 F and use the fire application of a fundamental ray, it deals 3d4 points of fire damage. As per this feat, you may reduce by half the damage you deal with the air application to deal sonic damage instead of bludgeoning damage.
Normal: You may not deal sonic damage with an elemental ray, nor may you use it to counter another spell. Also, you do not have any 0th-level formula.

Fundamental Ray Mastery [General]
Your fundamental ray is more powerful than normal
Prerequisites: Elemental Ray Mastery, character level 3.
Benefit: The damage dealt by your fundamental ray is equal to 1d8 * the amount of planar points you have remaining that is associated with the application you use. In addition, the effective level of your fundamental ray (on which the save DC is based) is equal to half the amount of planar points you have remaining that is associated with the application you use (rounded up). For example, if you currently have 9 E and use the earth application of a fundamental ray, it deals 9d8 points of acid damage and its effective level is equal to 5. You may reduce the effective level of your fundamental ray if you so choose (for example, to benefit from a feat that improves your spell-like abilities), but doing so also reduces the save DC.
Normal: A fundamental ray deals 1d4 points of damage * the amount of planar points you have remaining that is associated with the application you use. It is a 0th-level formula.

Obsidian Shaper [Planeshaping]
Through your travels in the inner planes, you discovered that obsidian is formed from a fusion of the four elements and negative energy. You consecutively learned how to create it through planecasting.
Prerequisites: Planar points (4 A, 4 E, 4 F, 4 W, 2 N), ability to learn 4th-level formulas.
Benefit: You may learn formulas from the Obsidian Shaper list of formulas. In addition, you instantly learn one formula from that list for free. Since these formulas require you to draw energy from five different planes, their usage requires a great deal of time and effort.

Summon Necromental [Metaformula]
You learned how to summon an undead elemental instead of a living one when you need to.
Prerequisites: Planar points (1 N), ability to summon a creature with the elemental subtype via a formula of 3rd level or lower.
Benefit: This feat may only be applied to a Conjuration (Summoning) formula and only if it is used to summon a creature of the Elemental type. The modified formula instead summons a similar creature with the necromental template applied to it (see Libris Mortis). Modifying a formula with this feat sets the amount of negative energy points (N) spent on the formula to a value equal to the formula's effective level minus 2 (minimum 1 N), unless the formula already requires more.

Network
2014-07-07, 08:53 AM
Formulas

Planecasting is a particular kind of magic. It uses formulas, which are spell-like abilities with an accompanying cost in planar points. Formulas are cast with an effective spellcaster level equal to the planecaster level of the relevant class, taken individually for each class. The description of each formula is described in a standard format. This format follows the same pattern as the format of a spell, with the differences described in the spoiler below.

Level and School [Descriptor]

Beneath the formula's name is a line giving the level, school, and descriptor (if any) of the formula. A planecaster cannot learn a formula if it's level is higher than his maximum level of formulas known (taken individually for each class). Planecasting relies on the same schools of magic as spellcasting, but most formulas are from the Conjuration, Evocation or Transmutation schools. Formulas are treated as being spell-like abilities from the relevant school and with the relevant descriptors.

Minimum Cost

The next line of a formula's description gives the minimum cost (in terms of planar points) required to cast the formula. Because different planecasting classes use different types of planar points, refer to the description of the class on planar points cost.

If the formula fails, the cost is wasted.

Components

Given that formulas are spell-like abilities, they have no component. Therefore, this line is absent.

Casting Time

This is the time it takes to cast the formula. If this line is missing, then the formula has a casting time of 1 standard action.

Augmentation

Some formulas may be further enhanced by spending more planar point than their minimum cost. These formulas are identified with the mention Augmentation: Yes. In this case, see the formula's description for the details. Formulas with the mention Augmentation: No cannot be augmented. Modifying a formula with a metaformula feat is different from an augmentation.

If an augmented formula fails, the augmentation cost is wasted.

Notes

Many formulas have the same effect as the spell (or spells) stated in their description. In this case, use the formula's description (with the accompanying level, school, minimum cost, casting time, range, target, etc.) instead of the spell's, but use the spell's for the effect's purpose. If a formula duplicates a spell, it does not count as that spell for the purpose of counterspelling, unless otherwise stated (formulas can however be counterspelled by the same formula).

Planecasting, prestige classes, and prerequisites

Planecasters are different from most other types of spellcasters. As such, they qualify for certain prestige classes and other effects differently.
Levels in a planecasting class qualify a character for prestige classes with the following entry requirements.
* A caster level requirement, if no type (arcane or divine) is specified.
* Ability to cast spells of X level, if no type (arcane or divine) is specified.
* Ability to cast formulas of X level.
* Ability to cast a spell with a specific descriptor, if the planecaster can cast a formula with at least one application with that descriptor.
* Ability to cast a specific spell, if that spell is duplicated by a formula of the same school that the planecaster knows, or by an application of that formula.

Planar points (general information)

Planar points are the ressources on which planecasting is built. Depending of the class, the character may have access to any number of planar points ranging from three to nine, or even more if the character is multiclassed. Planar points represent the amount of planar energy currently at the disposition of the planecaster ; they are still in their plane of origin, but the planecaster drains them in one clean shot to create a temporary convergence of the planes, the result of which is called a formula. As planecasters gain level, they can maintain a greater amount of planar points, gain control over new planes, et cetera.

All planar points follow the same basic mechanic ; the character recovers 1 planar point of each type per minute until he attains his maximum (this "standard" recovery functions even in an Anti-magic Field, but formulas and most ways to quicken the process won't work there). Planar Devotees play by slightly different rules in that they have access to nine types of planar points, but are only attuned to three ; this means the other six are capped at 0 until the character "spins the wheel" and changes his attunement ; refer to the class for more details. Keep track of planar points like you would spell slots, except they are recovered with time and a single casting can require many types of planar points. Except in extremely specific circumstances, a character recovers all his planar points in 10 minutes at most ; enough to be at his maximum for the next encounter.

All types of planar points, along with the plane they are associated with, are given in the list in the spoiler below. Note that dream points, Material points and Far Realm points are not used by any of the current three base classes, but may be used as part of a prestige class or something.
A: air points (Elemental Plane of Air)
Ab: Abyss points (Infinite Layers of the Abyss)
Ar: Arborea points (Olympian Glades of Arborea)
Ast: astral points (Astral Plane)
C: Celestia points (Seven Mounting Heavens of Celestia)
D: dream points (Plane of Dream)
E: earth points (Elemental Plane of Earth)
Ely: Elysium points (Blessed Fields of Elysium)
Eth: ethereal points (Ethereal Plane)
F: fire points (Elemental Plane of Fire)
Far: Far Realm points (Far Realm)
G: Hades points (Gray Wastes of Hades)
H: Hell points (Nine Hells of Baator)
L: Limbo points (Ever-Changing Chaos of Limbo)
M: Material points (Material Plane)
Mech: Mechanus points (Clockwork Nirvana of Mechanus)
N: negative energy points (Negative Energy Plane)
Out: Outland points (Concordant Domain of the Outlands)
P: positive energy points (Positive Energy Plane)
S: shadow points (Plane of Shadow)
W: water points (Elemental Plane of Water)

Planar Combinations

Many formulas (and applications of formulas) require more than one type of planar points to cast. Why does this happen? There are many possible reasons for this.

The simplest one is because the formula requires planar energy that physically combine into the desired effect ; for example, a Planar Mage who casts Sandstorm creates sand and wind ; it does not, for example, create some sort of paraelemental matter made of air and earth.

Other formulas operate in a sort of alchemical reaction ; for example, black sand (and by extension, the Field of Black Sand application of the Field of Earth formula) is actually made of earth, negative energy, and shadowstuff (energy from the Plane of Shadow).

Finally, some formulas that require multiple sorts of planar points actually draw energy from a plane located between the planes associated with the types of planar points used. Thus, a formula that requires Hell points and Mechanus points may actually harness the power of Acheron, which is located between Hell and Mechanus. Since there are no Acheron points, a Planar Devotee must use less direct (and less cost-efficient) means of affecting that plane, and that requires the use of two other planes adjacent to it.

Some planecasters have discovered formulas that require use of unusual planar combinations. This is the cause of heated debates for scholars as they don't agree as to whether these blendings of planar energy are physical, alchemical or actually the proof of the existence of yet unknown planes. Planeshaping feats are the results of these discoveries ; see the section Quasi-Para-Elemental Planes? below for more details in the specific case of the Planar Mage.

Quasi-Para-Elemental Planes?

At some point in the history of the inner planes, many of the paraelemental and quasielemental planes were too dangerous for any traveller from these planes to return and tell what they see. While scholars know by now that there exists at least 16 inner planes, evidence suggest that there are more. The problem is, they can't agree on what these planes actually are.

An heated debate ensued between scholars, with many of them writing essays on what they think are these planes, sometimes with the pretention that they have actually seen the place. These works are desperately contradictory, even though those of Kristias Fireflight (an aasimar cleric and mage), Lhitrabel (a pit fiend truenamer) and the Frozen Necromancer (a lich who mastered uttercold) have attained some renown.

It doesn't help that all three of them are wrong, or rather, their discoveries are radically uncomplete. When the paraelemental planes were first discovered a long time ago, a similar controversy ensued, since many of the elements have more than one possible combination. For example, air and water do not always lead to ice, but can also become airy water, coldfire, or rain. However, the four paraelemental planes are actually named in reference to the purest combinations of their component elements. For example, while both ice and rain are made of air and water, ice is the purest of the two (rain has some positive energy in it in the form of lightning).

A closer approximation of the truth (though very few, even amongst planewalkers, know it) is that there are no quasi-para-elemental planes. Rather, there are a certain number of demiplanes that exist between the quasielemental planes themselves, and between them and the paraelemental planes. These demiplanes are called border planes and have properties that combine those of the planes they connect. Due to the multidimensional nature of the inner planes, anyone in a paraelemental plane who travels closer to the Negative Energy Plane or Positive Energy Plane ends up in a border plane ; either one of those that connect two quasielemental planes, or one of those that connect a quasielemental plane and the paraelemental plane he is on currently.

Notes and explanation:
Of course, there are officially no paraelemental or quasielemental plane in 3rd edition, even though the splatbooks were inconsistent about it. Since pretending that there are is simpler and leads to more possible options for the Planar Mage, though, I assume that GMs who will allow the class in their game will also allow these planes.

For quite some time I thought there were no direct mention of quasi-para-elemental planes in canon, unless one consider the three paraelemental planes unique to Dark Sun or the fluff text of the feat Lord of the Uttercold to be proof of the contrary. However, after some online research, it turned out that I was wrong ; a planescape book for AD&D titled The Inner Planes described border regions between the quasielemental planes, and between these planes and the paraelemental planes. These border regions had names of their own, but no collective name. Coming up with the term "border plane" and stating that they are a sub-kind of demiplane was pretty easy, though.

Since I've seen a few homebrewed quasi-para-elemental planes (under another name, of course), I had to come up with an explanation for a GM to "replace" these planes with the border planes (assuming he wants to). My suggestion is that scholars of the material planes do not know the truth because these planes are too deadly to be studied carefully and determine their true nature, at least for now. The name Kristias Fireflight was ripped from one of those homebrews (with which you may or may not be familiar), with the other characters being there to give some depth to it all (and foreshadow possible future homebrews).

Planecasting and reserve feats

Normally, spell-like abilities do not allow the use of reserve feats, but I'm on my way to making an option that let planecasters use them. This is a work in progress.

Source abbreviations

All three planecasting classes have one thing in common : their list of formulas include a full line of Conjuration (Summoning) formulas. All of these formulas have their own list of summonable creatures and a lot of creatures on these lists cannot be summoned by spells. The actual reason for this is because there simply aren't enough monsters in the books (let alone on the Summon Monster lists) to allow a comfortable selection of monsters from all planes at all level.

Thus, I decided to add monsters that aren't in WotC-published books to the lists of these formulas. The abbreviations in the spoiler below are the ones I use to refer to the sources of theses monsters.
From Athas.org:
ToA: Terrors of Athas

From EN World's Creature Catalogue:
DIP: Denizens of the Inner Planes
DTP: Denizens of the Transitive Planes
ENWo: In the Creature Catalogue, but not in a pdf

From the Sword & Sorcery line:
RDD: Ravenloft – Denizens of Dread
ToHI: The Tome of Horrors
ToHII: The Tome of Horrors II

Network
2014-07-07, 08:55 AM
Monsters of the planes:
Buio
Size/Type: Medium Outsider
Hit Dice: 2d8+4 (13 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 9 (-1 Dex), touch 9, flat-footed 10
Base Attack/Grapple: +2/+3
Attack: Masterwork Morningstar +4 melee (1d8+1)
Full Attack: Masterwork Morningstar +4 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
Feats: Alertness, Improved InitiativeB, Tomb-Tainted SoulB (LM)
Environment: Negative Energy Plane
Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
Challenge Rating: 2
Treasure: Standard
Alignment: Often Chaotic Neutral
Advancement: By character class
Favored Class: Cleric
Level Adjustment: +2

The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
Buio speak Common and Lumi.

Combat
A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
Spell-like abilities. At will— Darkness; 3/day— Inflict Light Wounds (DC 13); 1/day— Death Ward (DC 16). Caster level 3rd.
Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.



Outland Creature

Outland creatures are animals and vermins native to the Concordant Domain of the Outlands, although they are sometimes encountered or summoned outside of their native plane. They look just like their equivalent on the Material Plane, but are much more dangerous.

"Outland creature" is an inherited template that can be added to any corporeal animal, magical beast or vermin (referred to hereafter as the base creature).

An Outland creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes.

Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Outland creatures encountered on the Material Plane have the extraplanar subtype.

Armor Class
The Outland creature has a natural armor based on its size. (Use the base creature's natural armor if it's better.)



Size
Natural Armor


Tiny or smaller
+1


Small
+2


Medium
+3


Large
+4


Huge
+5


Gargantuan
+8


Colossal
+12



Attacks
An Outland creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If the base creature did not already have a bite attack, it gains one. The bite attack is a primary natural weapon if used alone and a secondary natural weapon if used as part of a full attack along with other natural or manufactured weapons.

Damage
Natural and manufacture weapons deal damage normally. A bite attack deals damage depending on the Outland creature's size. (Use the base creature's bite damage if it's better.)



Size
Damage


Fine
1


Diminutive
1d2


Tiny
1d3


Small
1d4


Medium
1d6


Large
1d8


Huge
2d6


Gargantuan
3d6


Colossal
4d6



Special Qualities
An Outland creature retains all the special qualities of the base creature and also gains the following qualities.

* Darkvision out to 60 feet.
* Damage reduction (see table below).
* Spell resistance equal to HD +5 (maximum 25).



Hit Dice
Damage Reduction


1-3
—


4-11
5/magic


12 or more
10/magic


If the base creature already has one or more of these special qualities, use the better value.

If an Outland creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Environment
As base creature (Concordant Domain of the Outlands)

Challenge Rating
HD 3 or less, as base creature +1; HD 4 or more, as base creature +2.

Alignment
Always neutral.

Level Adjustment
Same as the base creature +2.



Paraelemental Wyrm

Ice Wyrm
Size/Type: Huge Construct (Air, Cold, Water)
Hit Dice: 12d10+40 (106 hp)
Initiative: +3
Speed: 60 ft. (12 squares), Fly 30 ft. (perfect), Swim 60 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +9/+12
Attack: Bite +12 melee (2d6+4 plus 2d6 cold)
Full Attack: Bite +12 melee (2d6+4 plus 2d6 cold)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chill
Special Qualities: Construct traits, Darkvision 60 ft., Ice glide, Immunity to cold and electricity, Mindless, Vulnerability to fire
Saves: Fort +4, Ref +11, Will +4
Abilities: Str 17, Dex 17, Con –, Int –, Wis 10, Cha 1
Skills: Swim +3
Feats: —
Environment: Elemental Plane of Air, Elemental Plane of Water and Paraelemental Plane of Ice
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —

Magma Wyrm
Size/Type: Huge Construct (Earth, Fire)
Hit Dice: 12d10+40 (106 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Bite +14 melee (2d6+7 plus 2d6 fire)
Full Attack: Bite +14 melee (2d6+7 plus 2d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Burn
Special Qualities: Construct traits, Darkvision 60 ft., Earth glide, Immunity to acid and fire, Mindless, Vulnerability to cold
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 21, Dex 14, Con –, Int –, Wis 10, Cha 1
Skills: —
Feats: —
Environment: Elemental Plane of Earth, Elemental Plane of Fire and Paraelemental Plane of Magma
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —

Ooze Wyrm
Size/Type: Huge Construct (Earth, Water)
Hit Dice: 12d10+40 (106 hp)
Initiative: +2
Speed: 60 ft. (12 squares), Swim 60 ft.
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+14
Attack: Bite +14 melee (2d6+5 plus 2d6 acid)
Full Attack: Bite +14 melee (2d6+7 plus 2d6 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Corrode
Special Qualities: Cold resistance (20), Construct traits, Darkvision 60 ft., Earth glide, Immunity to acid, Mindless
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 21, Dex 14, Con –, Int –, Wis 10, Cha 1
Skills: Swim +5
Feats: —
Environment: Elemental Plane of Earth, Elemental Plane of Water and Paraelemental Plane of Ooze
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —

Smoke Wyrm
Size/Type: Huge Construct (Air, Fire)
Hit Dice: 12d10+40 (106 hp)
Initiative: +5
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 17 (-2 size, +5 Dex, +4 natural), touch 13, flat-footed 12
Base Attack/Grapple: +9/+11
Attack: Bite +14 melee (2d6+3 plus 2d6 acid)
Full Attack: Bite +14 melee (2d6+3 plus 2d6 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Corrode
Special Qualities: Construct traits, Darkvision 60 ft., Fire resistance (20), Immunity to acid, Mindless
Saves: Fort +4, Ref +13, Will +4
Abilities: Str 14, Dex 21, Con –, Int –, Wis 10, Cha 1
Skills: —
Feats: Weapon FinesseB
Environment: Elemental Plane of Air, Elemental Plane of Fire and Paraelemental Plane of Smoke
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always True Neutral
Advancement: —

Paraelemental wyrms are serpentlike beings constructed by a Planar Mage using the formula of the same name. They rarely exist more than a minute, but those created on their native paraelemental plane become permanent creatures if their creator died before their own destruction (a rare occurrence, since anyone skilled enough to create these beasts is a powerful planecaster). Walking the inner planes with no purpose on their own, their only instincts are to avoid environmental hazards and defend from those that confuse them with mere paraelementals. When their creator die, they usually avoid the battle as fast as possible : they don't even have the intellect to reach a place where their enemies cannot follow them.
When paraelemental wyrms meet, their instinct push them to avoid each other. Thus, they are always solitary travellers. Sometimes, a group of travellers to the elemental planes follow the course of one to be sure that the road they are taking is secure. Some paraelemental wyrms are encountered so far away from their plane of origin its a wonder they ended up there on their own. Ooze wyrms are the most likely to adventure so far, while ice, magma, and smoke wyrms are hampered by their inability to cross earth, water, or both (respectively).

Combat
A paraelemental wyrm is usually passive, trying to avoid anything that may damage them. If an opponent looks too strong for them to take down, they will flee.
Since the paraelemental wyrms are constructs with no intelligence score, they do not heal damage. Wyrms that are encountered alone in the inner planes have usually lost a variable amount of hit points before being encoutered by player characters. The exact amount is decided by the GM, depending on how recently they were created.
Burn (Ex). A magma wyrm's bite attack deals regular damage plus 2d6 points of fire damage from the wyrm's flaming body (already accounted for in the above statistics). Unlike with a fire elemental, creatures hit by a magma wyrm never risk catching on fire.
Chill (Ex). An ice wyrm's bite attack deals regular damage plus 2d6 points of cold damage from the wyrm's flaming body (already accounted for in the above statistics).
Corrode (Ex). An ooze or smoke wyrm's bite attack deals regular damage plus 2d6 points of acid damage from the wyrm's caustic body (already accounted for in the above statistics).
Earth Glide (Ex). A magma or ooze wyrm can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move earth spell (or formula) cast on an area containing a burrowing magma or ooze wyrm flings the wyrm back 30 feet (but do not stun them, unlike an earth elemental).
Ice Glide (Ex). An ice wyrm can glide through ice, snow, or almost any other sort of solidified water as easily as a fish swims through liquid water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A Move Snow and Ice spell (see Frostburn) cast on an area containing a burrowing ice wyrm flings the wyrm back 30 feet. Ice wyrms use their base land speed when gliding through ice and needn't make Swim checks.
Mindless (Ex). Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills. An ice or ooze wyrm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Network
2014-07-07, 08:56 AM
Planar Mage Formula list:
1st level
Elemental Infusion
Elemental Mist
Elemental Ray
Planar Adaptation

2nd level
Elemental Needles
Elemental Weapon
Fireball
Greasy Skin
Gust of Wind
Ice Climb
Soften Earth and Stone
Sound Burst
Summon Elemental I

3rd level
Cure Disease
Field of Earth
Light and Darkness
Quasielemental Blood
Quasielemental Breath
Quasielemental Flame
Smoke Cloud
Summon Elemental II

4th level
Arc of Lightning
Bridge of Sound
Control Water
Earth's Vigor
Fire Shield
Flare Gun
Ice Storm
Mindfrost
Propulsion
Ray of Enervation
Scorching Ash
Summon Elemental III
Winter's Embrace

5th level
Airy Water
Dance of the Unicorn
Destroy City
Dispel Element
Earth Reaver
Elemental Tentacle
Fire and Brimstone
Flaywind Burst
Frostbite
Lightning Touch
Red Sea
Summon Elemental IV

6th level
Circle of Death
Extract Water Elemental
Fires of Purity
Heart of the Elements
Move Earth
Sandstorm
Storm of Fire and Ice
Summon Elemental V
Suppress Flame

7th level
Channel the Dragon
Control Weather
Destruction
Detachment of the Primitive World
Elemental Storm
Great Worm of the Earth
Horn of the Elements
Ice Claw
Infuse Emerald Flame
Leech Undead
Quasielemental Claws
Retributive Enervation
Scalding Touch
Stun Ray
Summon Elemental VI
Wrack Earth

8th level
Blackfire
Deadly Lahar
Fireburst
Maelstrom
Paraelemental Wyrm
Red Tide
Summon Elemental VII

9th level
Burst of Glacial Wrath
Crystallize
Elemental Monolith
Frozen Heart
Implosion
Internal Fire
Storm of Vengeance
Summon Elemental VIII
Towering Thunderhead
Transmute Rock to Lava


Planar Devotee Formula list:
1st level
Investiture I
Summon Planar Monster I

2nd level
Investiture II
Summon Planar Monster II

3rd level
Investiture III
Planar Blast
Summon Planar Monster III

4th level
Investiture IV
Summon Planar Monster IV

5th level
Investiture V
Summon Planar Monster V

6th level
Investiture VI
Summon Planar Monster VI

7th level
Investiture VII
Summon Planar Monster VII

8th level
Investiture VIII
Summon Planar Monster VIII

9th level
Investiture IX
Summon Planar Monster IX


Astral Trickster Formula list:
1st level
Summon Transitive Ally I

2nd level
Summon Transitive Ally II

3rd level
Summon Transitive Ally III

4th level
Summon Transitive Ally IV

5th level
Summon Transitive Ally V

6th level
Shadow Walk
Summon Transitive Ally VI

7th level
Summon Transitive Ally VII

8th level
Summon Transitive Ally VIII

9th level
Ectoplasmic Devastation
Summon Transitive Ally IX


Obsidian Shaper Formula list:
4th level
Obsidian Shards

5th level
Obsidian Barrier

6th level
Obsidian Blade

7th level
Obsidian Seed
Obsidian Wave

8th level
Obsidian Ray

9th level
Obsidian Body

Network
2014-07-07, 08:57 AM
Planar Mage formulas (Part 1):
Airy Water
5th-level Transmutation formula [Air, Water]
Minimum Cost: 5 A, 5 W
Range: 20 ft.
Area: 20-ft.-radius emanation centered on you
Duration: 5 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

You channel the combined energy of the Elemental Plane of Air and Elemental Plane of Water in order to turn normal water (or watery solutions) into a frothy substance that is as breathable as air. This formula functions like the spell of the same name (described in Stormwrack).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each additional 1 A and 1 W spent on augmentation, the duration of this formula increases by 1 minute, the radius of the area increases by 5 feet, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Arc of Lightning
4th-level Conjuration (Creation) formula [Air, Electricity]
Minimum Cost: 4 A, 2 P
Range: Close (25 ft. + 5 ft./2 levels)
Area: A line between two creatures
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
Augmentation: Yes

You conjure the energy from the Quasielemental Plane of Lightning to create conductivity between two creatures, and a bolt of electricity arcs between them.

This bolt deals 6d6 points of electricity damage to both creatures and to anything in the line between them.

Both creatures must be in range, and you must be able to target them (as if this spell had them as its targets).

Draw the line from any corner in one creature's space to any corner in the other's space.

While this formula is in many ways similar to the spell of the same name (described in Complete Arcane), they don't counter one another.

Augmentation: For each 1 A and 1 P spent after the minimum cost, the damage of this formula increases by 2d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Blackfire
8th-level Necromancy formula [Fire]
Minimum Cost: 8 F, 6 N
Range: Medium (100 ft. + 10 ft./level)
Area: A line between two creatures
Effect: Ray
Duration: 1 minute
Saving Throw: Fortitude negates and Reflex negates; see text
Spell Resistance: Yes
Augmentation: Yes

A ray of necromantic black energy springs from your hand, and on a successful ranged touch attack, a living target is engulfed in chill black flames that feed on the fuel of its life force.

A creature engulfed in blackfire must make a successful Fortitude save each round that the formula is in effect or take 1d4 points of fire damage plus 1d3 points of Constitution damage and become nauseated. A creature that makes its save takes no damage for that round and is sickened instead.

In addition to its effects on the target, blackfire can spread rapidly, and any living creature adjacent to a creature engulfed in blackfire must succeed on a Reflex save or become engulfed itself.

Any creature whose Constitution is reduced to 0 or lower by the spell is reduced to a pile of black ash, and can be returned to life only by True Resurrection or Wish, the caster of which must succeed on a DC 30 caster level check to restore the victim to life.

If a creature succeeds on its Fortitude save in 3 consecutive rounds, the blackfire affecting it gutters out.

The black flames cannot otherwise be extinguished by normal means (such as immersion in water or smothering), but an antimagic field, a successful Dispel Magic, a Remove Curse, or a Break Enchantment spell snuffs it out. As well, a creature protected by Death Ward has immunity to blackfire's effects.

Creatures that are healed by fire (such as some golems) are not healed by the fire damage caused by this formula.

This formula counters and dispel the spell of the same name (described in Complete Arcane), but the opposite is not true.

Augmentation: For every 1 F and 1 N spent after the minimum cost, the duration of this formula increases by 1 round and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Bridge of Sound
4th-level Conjuration (Creation) formula [Air, Sonic]
Minimum Cost: 4 A
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bridge of sound 5 ft. wide, 1 in. thick, and up to 10 ft./level long
Duration: Concentration plus 1 minute
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You create a ribbonlike, weightless, unbreakable, invisible bridge of sound. The bridge must be anchored to solid objects at both ends, but otherwise can be at any angle. Like a wall of force, it must be continuous and unbroken when formed. It is typically used to cross a chasm or a hazardous space.

Creatures can move on the bridge of sound without penalty, since it is no more slippery than a typical dungeon floor. It is only a physical barrier to solid objects and has no effect on spells, line of sight, gaze attacks, ethereal creatures, or incorporeal creatures and objects. The bridge of sound can support a maximum of 200 pounds per caster level. Creatures that cause the total weight on the bridge of sound to exceed this limit sink through the bridge as if it weren't there.

A bridge of sound is temporarily negated within the area of a silence spell, causing anything on it to fall. If the silence effect ends or is dispelled before the bridge's duration expires, the bridge is once again whole.

This formula counters and dispel the eponymous spell (described in Savage Species), but the spell cannot counter the formula in turn.

Augmentation: For every 1 A spent after the minimum cost, the duration of the formula after you stop concentrating increases by 1 round, the bridge is 10 feet longer and can support an additional 200 pounds, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Burst of Glacial Wrath
9th-level Evocation/Transmutation formula [Air, Cold, Water]
Minimum Cost: 9 A, 9 W
Range: 30 feet
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Augmentation: No

A quick buildup of icy blue energy centered on your hand rapidly becomes an enormous bubble of frost that washes out over the landscape, freezing all in its path.

You create a burst of icy energy that flash-freezes any creatures within the formula's area.

The formula deals 1d6 points of cold damage per caster level (maximum 20d6 points). Any living creature reduced to -1 or fewer hit points is not killed, but instead turned to solid ice (similar to the Flesh to Stone spell, but with ice instead of stone). Effectively, the formula can't reduce a creature's hit points below -9. A successful Fortitude save halves the damage.

A creature turned to solid ice by this formula gains hardness 10 as well as immunity to cold and electricity. However, it also gains vulnerability to fire, and any frozen creature reduced to -10 or fewer hit points by fire damage immediately melts (and dies). Once this occurs, the creature can be brought back to life only with a Miracle, True Resurrection, or Wish spell.

This formula counters and dispel the spell of the same name (described in Dragon Magic), and vice-versa.

Channel the Dragon
7th-level Transmutation formula [See text]
Minimum Cost: 7 planar points; see text
Casting time: 1 round
Range: Personal
Target: You
Duration: 1 minute
Augmentation: No

You feel the mighty force of elemental wyrms flood your spirit and reinforce your body. Your flesh hardens, and your eyes gleam.

Few creatures represent both the mystic and the elemental more than dragons. You tap into the elemental might of these magnificent creatures to gain a breath weapon and a defensive ability based on the element selected. Refer to the table below for the breath weapon and defensive ability granted by this formula, as well as for its cost and descriptor.


Element (Dragon)
Breath Weapon
Defensive Ability
Cost
Descriptor


Air (Green)
7d6 acid (Reflex half)
Resistance to acid 30
7 A
Air


Earth (Copper)
Slow, 1d6 rounds (Will negates)
Damage reduction 5/adamantine
7 E
Earth


Fire (Gold/Red)
7d6 fire (Reflex half)
Resistance to fire 30
7 F
Fire


Water (Silver/White)
7d6 cold (Reflex half)
Resistance to cold 30
7 W
Cold, Water



The breath weapon takes the form of a 15-foot cone-shaped burst. Using the breath weapon requires a standard action, and each time you breathe, you must wait 1d4 rounds before breathing again. Spell resistance does not apply against the breath weapon's effect.

This formula counters and dispel the spell of the same name (described in Dragon Magic), and vice-versa.

Circle of Death
6th-level Necromancy formula [See text]
Minimum Cost: 4 planar points; see text
Range: Medium (100 ft. + 10 ft./level)
Area: Several creatures within a 40-ft.-radius burst; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Augmentation: Yes

Drawing energy from either the Negative Energy Plane or the Positive Energy Plane, you extinguish the life force (or death force) of several creatures. When you cast this formula, you must choose to either spend Negative Energy Points or Positive Energy Points. The formula slays 12d4 HD worth of creatures. Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst's point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted. The type of creatures affected by this formula, the type of saving throw they are entitled to, as well as the descriptor of the formula depend of the type of planar points used, as described on the table below.


Planar points used
Type of creatures affected
Saving Throw
Descriptor


Negative Energy Points
Living creatures
Fortitude negates
Death


Positive Energy Points
Undead creatures
Will negates
—



Both versions of this formula counter and dispel both the Circle of Death and the Undeath to Death spells. In turn, the Circle of Death spell counters and dispel the Negative Energy version of this formula, while the Undeath to Death spell counters and dispel the Positive Energy version.

Augmentation: For every planar point of the same type spent after the minimum cost, the formula slays an additional 2d4 HD worth of creatures, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Control Sand
4th-level Transmutation formula [Earth]
Minimum Cost: 4 E
Range: Long (400 ft. + 40 ft./level)
Area: Dust or sand in a volume of 10 ft./level wide by 10 ft./level long by 2 ft./level deep (S)
Duration: 5 minutes (D); see text
Saving Throw: None; see text for the Control Sand spell (Sandstorm)
Spell Resistance: No
Augmentation: Yes

This formula functions like the spell of the same name, but it has another application; when the Raise Sand version is cast on earth elementals, dust quasielementals and other earth- or dust-based creatures, this formula acts as an Haste spell (Will negates (harmless)) for 5 rounds. The formula has no effect on other creatures.

This formula counters and dispel the eponymous spell and vice-versa.

Augmentation: For each earth point spent after the minimum cost, the duration of the formula increases by 5 minutes (or 5 rounds for the Haste effect) and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Control Water
4th-level Transmutation formula [Water]
Minimum Cost: 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 5 minutes (D); see text
Saving Throw: None; see text for the Control Water spell
Spell Resistance: No
Augmentation: Yes

This formula functions like the spell of the same name, but it has another application; when the Raise Water version is cast on water elementals and other water-based creatures, this formula acts as an Haste spell (Will negates (harmless)) for 5 rounds. The formula has no effect on other creatures.

This formula counters and dispel the eponymous spell and vice-versa.

Augmentation: For each water point spent after the minimum cost, the duration of the formula increases by 5 minutes (or 5 rounds for the Haste effect) and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Control Weather
7th-level Transmutation formula [Air]
Minimum Cost: 7 A
Casting Time: 10 minutes; see text for the Control Weather spell (normal) or 1 standard action (augmented)
Range: 2 miles (normal) or Long (400 ft. + 40 ft./level) (augmented)
Area/Effect: 2-mile-radius circle, centered on you; see text for the Control Weather spell (normal) or Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall (augmented)
Duration: 4d12 hours; see text for the Control Weather spell (normal) or 1 round/2 levels (maximum 1 minute) (D) (augmented)
Saving Throw: None (normal) or reflex negates; see text for the Whirlwind spell (augmented)
Spell Resistance: No (normal) or Yes (augmented)
Augmentation: Yes

This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, this formula functions like the Whirlwind spell instead and its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC.

Crystallize
9th-level Transmutation formula [Earth]
Minimum Cost: 9 E, 7 P
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Augmentation: No

You combine the might of the Elemental Plane of Earth and of the Positive Energy Plane to transform the body of a corporeal creature into pure crystal. The target is entitled a saving throw to resist the effect. If that save fails, the target dies and is petrified (this ignores any immunity to petrification the target may have). The crystalline body created by this formula has an hardness of 10 and as many hit points as the creature had remaining. It has the same weight as the creature did and is worth 1 gp per pound if sold on the market. Since the target is effectively dead, it is possible to resurrect it with True Resurrection, but spells that require a piece of the body will only work if the crystalline body is turned back into flesh through some other mean, such as Miracle or Wish.

This formula has no effect on creatures in gaseous form or on incorporeal creatures.

Cure Disease
3rd-level Conjuration (Healing) formula [Water]
Minimum Cost: 3 W, 1 N, 1 P
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Augmentation: Yes

You conjure the combined essence of the Quasielemental Plane of Salt and of the Quasielemental Plane of Steam to boost the immune system of the target. The target may make an immediate Fortitude save with a +2 bonus against all diseases, parasites and similar he is currently suffering from (use the original disease's DC). He is cured of any disease for which he succeeds on his save. Certain special diseases may not be countered by this formula or may be countered only by a caster of a certain level or higher (treat this formula as a Remove Disease spell for this purpose).

Once the subject has been affected by this formula, he cannot benefit from it again for the next 24 hours, even if the attempt to cure him failed or if he contracts a new disease during this time period.

Note: Since the formula's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Augmentation: For every 1 W, 1 N and 1 P spent after the minimum cost, the bonus to the Fortitude saves granted by this formula increases by 1. The maximum cost of this formula is 9 W, 7 N, 7 P (which gives a +8 bonus to the Fortitude saves).

Dance of the Unicorn
5th-level Abjuration formula [Water]
Minimum Cost: 5 W, 3 P
Range: Personal
Target: You
Duration: 5 minutes (D)
Augmentation: Yes

You channel the power of the Quasielemental Plane of Steam to surround yourself with a purifying, swirling mist with a radius of 5 feet per caster level that washes the air clean of smoke, dust, and poisons.

Nonmagical contaminants, including inhaled poisons, are automatically negated within the cloud. Magical effects, including Acid Fog, Cloudkill, and a green dragon breath, are negated only if your caster level is greater than the offending spell's caster level (or the dragon's HD). If your level is lower than the caster level, the dance of the unicorn grants everyone within the mist a +4 bonus on their saving throws against the effect.

The cloud of mist leaves everything within its area damp.

This formula counters and dispel the spell of the same name (described in Complete Divine), and vice-versa.

Augmentation: For every 1 W and 1 P spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Deadly Lahar
8th-level Conjuration (Creation) formula [Earth, Fire]
Minimum Cost: 8 E, 8 F
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Augmentation: Yes

Calling upon the essence of the Paraelemental Plane of Magma, you create a liquid landslide of molten-hot volcanic material.

All creatures in the area of this formula take 10d6 points of fire damage. Additionally, those creatures are coated in a thick layer of the viscous substance, slowing them (as the slow spell) for the next 3 rounds and dealing an additional 2d6 points of fire damage per round. A successful Reflex save reduces the initial damage by half and prevents the slow effect and the additional damage.

This formula counters and dispel the spell of the same name (described in Complete Mage), and vice-versa.

Augmentation: For every 1 E and 1 F spent on augmentation, the duration of the slow effect and additional damage increases by 1 round, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Destroy City
5th-level Evocation formula [Air, Cold, Electricity, Water]
Minimum Cost: 5 A, 5 W, 3 P
Casting Time: 1 round
Range: 10 miles/level
Area: Spherical 10 miles/level radius spread, centered on you
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You combine the power of the Paraelemental Plane of Ice and of the Quasielemental Plane of Lightning to cover the area in a thin layer of ice filled with electricity. Each creature within the area of this formula (including you and creatures that do not touch the ground) take 1 point of cold damage and 1 point of electricity damage immediately. In addition, anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling.

This formula is so named because of its ability to literally destroy inhabited populations without difficulty from the part of the planecaster, especially if combined with effects that increase the damage dealt.

None: Due to the large area involved, it is important to remember that many innocents bystanders may be harmed by this formula and hold a grudge against the caster (since they are unlikely to die from two points of damage). That, of course, should be roleplayed by the Game Master.

Augmentation: By spending an additional 1 A, 1 W and 1 P, this formula deals double damage. This augmentation may only be applied once per casting.

Destruction
7th-level Necromancy formula [Death]
Minimum Cost: 5 N
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

This formula instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly.

If the target's Fortitude saving throw succeeds, it instead takes 7d6 points of damage.

The only way to restore life to a character who has failed to save against this formula is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.

This formula counters and dispel the eponymous spell, and vice-versa.

Augmentation: For every 1 N spent on augmentation, the damage inflicted on a failed save increases by 1d6.

Detachment of the Primitive World
7th-level Transmutation formula [Earth]
Minimum Cost: 7 E, 5 N
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude Partial (object)
Spell Resistance: Yes
Augmentation: Yes

You channel the combined energy from the Elemental Plane of Earth and the Negative Energy Plane in order to turn your target to dust. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 1d6 points of damage per caster level (to a maximum of 20d6). Any creature reduced to 0 or fewer hit points by this formula is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as a Wall of Force, but not magical effects such as a Globe of invulnerability or an Antimagic Field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

This formula counts as a Disintegrate spell for the purpose of destroying any spell or effect specifically affected by a Disintegrate spell. However, the spell and formula don't counter one another.

Augmentation: By spending an additional 2 E and 2 N, this formula instead affects everyone in a 10-foot cube (you don't need an attack roll to hit) and deals double damage (or 5d6 damage on a successful save). In addition, its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

Dispel Element
5th-level Abjuration formula [See text]
Minimum Cost: See text
Range: Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object (See text for Dispel Evil)
Duration: 1 minute or until discharged
Saving Throw: See text for Dispel Evil
Spell Resistance: See text for Dispel Evil
Augmentation: No

This formula functions like the Dispel Evil spell, except that there are many applications to it, depending of which spells and creatures you wish to be protected against. You are surrounded by energy, the color of which depends of the application used. Each application has a different cost and descriptor.


Subtype of the Opponent/Descriptor of the Spell*
Color of the Protective Energy
Cost
Descriptor


Air
Brown
5 E
Earth


Cold
Blue-white
5 F
Fire


Earth
Green
5 A
Air


Fire
Red
5 W
Cold, Water


Water
Dark blue
5 F
Fire



* Choose whichever you wish to be protected against.

The Cold and Fire applications of this formula counter and dispel both the Dispel Cold and the Dispel Fire spells (Frostburn), and vice-versa.

Earth Reaver
5th-level Transmutation formula [Earth, Fire]
Minimum Cost: 5 E, 5 F
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex Partial
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Magma to make the earth erupt in a shower of rock, dirt, and fire.

Creatures and objects within the area take 4d6 points of bludgeoning damage from the impact of the rock shards, as well as 3d6 points of fire damage; no saving throw applies to the damage. Creatures in the area must also succeed on a Reflex saving throw or be knocked prone.

While this formula is in many ways similar to the spell of the same name (described in the Spell Compendium), they don't counter one another.

Augmentation: For each 1 E and 1 F spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of fire damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Earth's Vigor
4th-level Transmutation formula [Earth]
Minimum Cost: 4 E
Range: Personal
Target: You
Duration: 1 minute or until discharged (normal) or 1 minute (D) (augmented)
Augmentation: Yes

You conjure the energy from the Elemental Plane of Earth and redirect it into your own metabolism, bestowing you with the impressive vigor of the earth. You gain damage reduction 10/adamantine (You ignore the first 10 points of damage each time you take damage from a weapon, though an adamantine weapon bypasses the reduction). Once the formula has prevented a total of 100 points of damage, it is discharged.

Augmentation: By spending an additional 4 E, this formula instead functions like the Iron Body spell, and its effective level increases by 4 for the purpose of effects that rely on it.

Elemental Infusion
1st-level Transmutation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Touch
Target: Up to three tiny objects touched
Duration: 1 round
Saving Throw: Fortitude negates (object, harmless)
Spell Resistance: Yes (object, harmless)
Augmentation: Yes

You may cast this formula on up to three tiny objects that you are holding, like pebbles or coins. The items are thus infused with the energy of one of the four elemental planes. They can then be thrown as shurikens or used as sling bullets with full proficiency. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 1 planar point of the selected type. Attacks with the infused items are normal ranged attacks, but they inflict 1d3 points of damage, the type of which depends of the type of planar points spent on the formula (see the table below). The strength modifier of the attacker does not apply to the damage dealt by an infused item.



Planar points used
Damage Type


Air
Sonic


Earth
Acid


Fire
Fire


Water
Cold



Handling an infused item does not harm the wielder.

You cannot mix more than one type of planar points with this formula, and if two infusions are put on the same item, the last one takes precedence, dispelling the former.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the same type spent after the minimum cost, you may infuse two additional tiny-sized items at a time, each of them deals an additional 1d3 points of damage, the duration of the formula increases by 1 round and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

You may also forfeit the infusion of tiny items to infuse melee weapons at a ratio of seven items per weapon, in any combination. Melee weapons infused in this way will deal the damage from this formula as bonus elemental damage on all of their attacks for the formula's duration.

Elemental Mist
1st-level Conjuration (Creation) formula [See text]
Minimum Cost: See text
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 minute
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications; it can either create a dust cloud or a fog cloud. Both applications of this formula function like the Obscuring Mist spell, but have a different cost and provide the formula with different descriptors.



Type of cloud
Cost
Descriptor


Dust cloud
1 A, 1 E
Air, Earth


Fog cloud
1 F, 1 W
Fire, Water



Unlike the spell it duplicates, this formula can be used just as well in and out of water.

This formula counters and dispel the spell it duplicates, and vice-versa.

Augmentation: By spending one additional planar point of each required type, the formula instead has a medium range (100 ft. + 10 ft. Level) and the effect originates from any place within the formula's range (not necessarily from you). In addition, its effective level increases by 1 for the purpose of effects that rely on it. By spending two additional planar points of each required type on top of the previous augmentation, the effect duplicates the Solid Fog spell (instead of the Obscuring Mist spell) and the effective level of the formula increases by an additional 2 for the purpose of effects that rely on it. By spending an additional 2 E and 2 W on top of the previous two augmentations, the effect duplicates the Acid Fog spell instead, though the effective level of the formula doesn't increase further.

Elemental Monolith
9th-level Conjuration (Summoning) formula [See text]
Minimum Cost: 9 planar points; see text
Casting Time: 1 round or 1 minute ; see text
Range: Medium (100 ft. + 10 ft./level)
Duration: 2 rounds (D) or Concentration, up to 1 minute (D) ; see text
Augmentation: No

This formula functions like Summon Elemental I (described below), but it can only be used to summon an elemental monolith (see Complete Arcane), and the duration is much shorter. You spend 9 planar points of the same type as the elemental monolith you want to summon (Air, Earth, Fire, Water), and the formula's descriptor is determined accordingly.

You must spend at least 1 full round to cast this formula. You can stop casting at any time between the beginning of your next turn and the end of your 9th turn of casting ; this sets the duration of the formula to 2 rounds, and you don't need to concentrate on it during this time. If you spend a full minute casting this formula, its duration increases to up to 1 minute, but you need to concentrate on the formula to maintain it. In both cases, the formula is dismissible as per the standard rules.

This formula counters and dispel the Summon Elemental Monolith spell (described in Complete Arcane), and vice-versa.

Note: If the GM is using Dragon #347 into his game, you may also use this formula to summon a paraelemental monolith. In that case, you spend 9 planar points of both types associated with the paraelemental monolith (A and W for ice, E and F for magma, E and W for ooze, A and F for smoke), and the formula's descriptor is determined accordingly.

Elemental Needles
2nd-level Evocation formula [See text]
Minimum Cost: 2 planar points; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 10 needles
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Augmentation: Yes

You channel energy from the elemental planes in order to create ten needles out of a given element, which are then magically thrown in direction of one or more targets within range. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 2 planar points of the selected type. Each needle deals 1 point of damage, the type of which depends of the type of planar points used (see the table below).


Planar points used
Damage Type


Air
Piercing*


Earth
Acid


Fire
Fire


Water
Cold



* Piercing damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it.

If a target succeeds on his Reflex save, only half of the needles that were targetting him (rounded down) hit him. Even if they hit, the target's damage reduction or resistance (if any) apply individually to each needle.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the minimum cost, you create 10 more needles and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Elemental Ray
1st-level Evocation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

A ray of energy projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 1 planar point of the selected type. The ray deals 1d6 points of damage, the type of which depends of the type of planar points used (see the table below).


Planar points used
Damage Type


Air
Bludgeoning*


Earth
Acid


Fire
Fire


Water
Cold



* Bludgeoning damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it. If you want, you may deal nonlethal damage instead, though damage reduction still apply.

You cannot mix more than one type of planar points with this formula.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water).

Augmentation: For each planar point of the selected type spent after the first, the damage increases by 2d6 and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its ability to penetrate a Globe of Invulnerability.

Elemental Storm
7th-level Evocation formula [See text]
Minimum Cost: 7 planar points; see text
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10‐ft. cubes/level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Augmentation: Yes

When an Elemental Storm formula is cast, the whole area is shot through with sheets of destructive elemental energies. The energies do not harm natural vegetation, ground cover, and plant creatures in the area you wish to exclude. Any other creatures within the area take 14d6 points of energy damage. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 7 planar point of the selected type. The damage type and descriptor of this formula depend of the type of planar points used (see the table below).


Application
Damage Type
Descriptor


Air
Sonic
Air, Sonic


Earth
Acid
Acid, Earth


Fire
Fire
Fire


Water
Cold
Cold, Water



The fire and water applications of this formula counter and dispel the Fire Storm spell, and vice-versa.

Augmentation: For each planar point of the same type spent after the minimum cost, this formula deals an additional 2d6 points of damage and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Elemental Tentacle
5th-level Conjuration (Creation) formula [See text]
Minimum Cost: 5 planar points; see text
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One tentacle
Duration: 1 minute (D)
Saving Throw: None (normal) or Fortitude partial (augmented)
Spell Resistance: No
Augmentation: Yes

You conjure energy from any one of the four elemental planes to create a tentacle-shaped mass of the element, which will attack an enemy as you direct it. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 5 planar point of the selected type.
The tentacle appears at a particular point within range and can't move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can't make attacks of opportunity). Its attack bonus is equal to your caster level plus your Charisma modifier. The tentacle deals 2d8 + your Charisma modifier points of damage with a successful hit. An air, earth or water tentacle deals bludgeoning and slashing damage (which does not bypass damage reduction, but is treated as magic for the purpose of overcoming it), while a fire tentacle deals fire damage.
The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action). The tentacle has 5 hit points per effective caster level and an AC of 10 + your effective caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.

The Blackwater Tentacle spell (described in Stormwrack) can counter and dispel the fire and water versions of this formula (augmented or not), while these versions must be augmented in order to counter the spell. The air and earth versions of this formula have no particular interaction with the spell, however.

This formula has the descriptor relative to the type of planar points used (Air, Earth, Fire or Water), without accounting for the augmentation cost.

Augmentation: By spending an additional 3 N, you can infuse the tentacle with negative energy. Any Large or smaller creature hit by an augmented tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the formula.

Elemental Weapon
2nd-level Evocation formula [See text]
Minimum Cost: 2 planar points; see text
Range: Touch
Effect: Weaponlike beam
Duration: 2 minutes (D)
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

This formula has four different applications, one for each element. Each application creates a weapon out of a different elemental energy. The base damage of the weapon is dictated by the formula. Each application has its own cost and provides the formula with a different descriptor.


Element
Weapon created
Base damage
Cost
Descriptor


Air
Shortspear
1d8 +1/2 caster level (maximum +10)
2 A
Air


Earth
Great club
1d10 +1/2 caster level (maximum +10)
2 E
Earth


Fire
Scimitar
1d8 +1/2 caster level (maximum +10) fire damage*
2 F
Fire


Water
Quarterstaff
1d8 +1/2 caster level (maximum +10)
2 W
Water



* Since the fire scimitar is immaterial, your Strength modifier does not apply to the damage. A fire scimitar can ignite combustible materials such as parchment, straw, dry sticks, and cloth, but does not function underwater.

The weapon is 6-foot-long and is formed of the element used. It springs forth from your hands and you can use it with proficiency. Unless the weapon is a fire scimitar, you apply your Strength modifier to the damage roll of the weapon.

You wield the weapon as if it was a weapon of the type it duplicates. For example, you wield a water weapon as if it was a quarterstaff.

Attacks with the elemental weapon are regular melee attacks.

The elemental weapon is subject to damage reduction (unless it is a fire scimitar), but it is considered a magic weapon for the purpose of overcoming it.

Augmentation: For each planar point of the same type spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it. The elemental weapon gains an enhancement bonus to attack rolls equal to half the amount of planar points spent on augmentation (rounded down).

Extract Water Elemental
6th-level Transmutation formula [Water]
Minimum Cost: 6 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No
Augmentation: Yes

Calling upon the essence of the Elemental Plane of Water, you painfully extract water from the body of the target creature. This formula causes the targeted creature to dehydrate horribly as the moisture in its body is forcibly extracted through its eyes, nostrils, mouth, and pores. This deals 12d6 points of dessication damage (see Sandstorm), or half damage on a successful Fortitude save. If the targeted creature is slain by this formula, the extracted moisture is transformed into a water elemental of a size equal to the slain creature (up to Huge). The water elemental is under your control, as if you summoned it, and disappears after 1 minute.

This formula has no effect on living creatures with the fire subtype.

This formula counters and dispel the spell of the same name (described in Spell Compendium), and vice-versa.

Augmentation: For each 1 W spent after the minimum cost, the damage increases by 2d6 and the effective level of this formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Field of Earth
3rd-level Transmutation formula [See text]
Minimum Cost: 3 E
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius spread
Duration: 5 rounds
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
Augmentation: Yes

This formula creates an area of earth, infused with another form of energy. First, creatures can make Reflex saves to avoid being caught in the area upon which the formula is first cast. Only the surface of the earth is affected by the formula, so creatures burrowing beneath the area are unaffected unless they break its surface. Creatures that do so immediately suffer the effect of the formula. For the rest, this formula has seven different applications. Each of them has a different cost and provides the formula with a different descriptor.


Application used
Effect
Cost
Descriptor


Field of Black Sand
As the Black Sand spell (Sand)
3 E, 3 S*, 1 N
Darkness, Earth


Field of Dense Rubble
The floor becomes dense rubble. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Balance and Tumble checks, and it adds 2 to the DC of Move Silently checks. Creatures are not affected
3 E
Earth


Field of Dust
Living creatures take 1d4 points of negative energy damage per round. Undead creatures are not healed
3 E, 1 N
Earth


Field of Flagstone
The floor becomes flagstone that is easy to move across. Creatures are not affected
3 E
Earth


Field of Magma
Creatures take 1d4 points of fire damage per round (the magma is not hot enough to inflict any substantial damage)
3 E, 3 F
Earth, Fire


Field of Mineral
Creatures that move within the area take 1d4 points of slashing damage per move action (including other actions that generate movement)
3 E, 1 P
Earth


Field of Ooze
Creatures take 1d4 points of acid damage per round
3 E, 3 W
Acid, Earth, Water



* S, or shadow points, are a type of planar points granted by the Astral Trickster base class. Single-classed Planar Mages usually do not have access to them.

Creatures that didn't succeed on their initial saving throw, including those that entered the area after the formula has been cast, are affected by this formula as long as they remain within the affected area (no save).

The Black Sand spell (described in Sandstorm) counters and dispel the Field of Black Sand and Field of Dust applications of this formula. In turn, the Field of Black Sand application (but not the Field of Dust application) counters and dispel that spell.

Augmentation: While this formula cannot be augmented per see, planar points spent in excess of the minimum cost count as planar points spent on augmentation.

Network
2014-07-07, 08:58 AM
Planar Mage formulas (Part 2):
Fire and Brimstone
5th-level Conjuration (Creation) formula [Fire]
Minimum Cost: 5 F
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
Augmentation: Yes

You use energy from the Elemental Plane of Fire to cause your foes to erupt in a foul, acrid-smelling burst of yellow fire.

The subject ignites in a burst of sulfuric fire that deals 8d6 points of fire damage and causes the subject to be sickened for 5 rounds.

A successful Fortitude save halves the damage and negates the sickening.

This formula counters and dispel the spell of the same name (described in Complete Mage), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For each fire point spent on augmentation, this formula deals an additional 2d6 points of fire damage and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Fireball
2nd-level Evocation formula [Fire]
Minimum Cost: 2 F
Range: Long (400 ft. + 40 ft./level)
Area: 5-ft.-radius spread (normal) or 20-ft.-radius spread (augmentation 1); doubled if augmentation 3 is used.
Duration: Instantaneous (normal) or 5 rounds or less; see text for Delayed Blast Fireball (augmentation 2)
Saving Throw: Reflex half (normal) or None or Reflex half; see text for Meteor Swarm (augmentation 3)
Spell Resistance: Yes
Augmentation: Yes

You channel the raw power of the Elemental Plane of Fire to create an explosion of flame that deals 4d6 points of fire damage to every creature within the area. Aside from the smaller area and the fixed damage, this formula functions like the spell of the same name.

This formula reacts in a very specific way in regard to dispelling. The Fireball spell may counter the formula if it is not augmented or only augmented by 1 F. The Delayed Blast Fireball spell may counter the formula if it is augmented by 4 or 5 F. The Meteor Swarm spell may counter the formula if it is augmented by 6 or 7 F. In turn, the formula may not counter any spell if it is not augmented, may counter the Fireball spell if augmented by at least 1 F, the Delayed Blast Fireball spell if augmented by at least 5 F, and the Meteor Swarm spell if augmented by at least 7 F.

Augmentation: This formula can be augmented in three different ways, as described below. These augmentations may be combined or applied individually freely. The effective level of the formula may never be higher than 9th level.

By spending an additional 1 F, the damage increases by 2d6 and the area of the formula increases to a 20-ft.-radius spread. In addition, the effective level of the formula increases by 1 for the purpose of effects that rely on it, such as its save DC.

By spending an additional 4 F, the formula has a duration of 5 rounds or less and can thus detonate up to 5 rounds after it is cast, as if you were using the Delayed Blast Fireball spell. In addition, the damage increases by 8d6 and the effective level of the formula increases by 4.

By spending an additional 6 F, you may throw four fireballs instead of one, and the area of each of them is doubled (either 10-ft.-radius spreads if this augmentation is used alone, or 40-ft.-radius spreads if it is combined with the first). You can also aim one of the spheres at a specific target or make the four areas overlap, as if you were using the Meteor Swarm spell. In addition, the effective level of the formula increases by 6 for the purpose of effects that rely on it.

Fireburst
8th-level Evocation formula [Fire]
Minimum Cost: 8 F
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half (normal) or Reflex partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

This formula causes a globe of searing fire to explode silently from a point you select. All creatures in the globe take 6d6 points of fire damage.

Augmentation: By spending an additional 6 P, this formula acquires the Light descriptor and functions like the Sunburst spell (this replaces the normal effect of the formula), though it still has the Fire descriptor. If augmented in this way, this formula counters and dispel the Sunburst spell.

Light spells counter and dispel darkness spells of an equal or lower level.

Fire Shield
4th-level Evocation formula [Cold or Fire; see text]
Minimum Cost: 4 F or 4 W; see text
Range: Personal
Target: You
Duration: 1 round/2 levels (maximum 1 minute) (D)
Augmentation: Yes

This formula functions like the spell of the same name, and has therefore two version: the Warm Shield, which has a minimum cost of 4 F and provides the formula with the Fire descriptor, and the Chill Shield, which has a minimum cost of 4 W and provides the formula with the Cold descriptor.

This formula also counters and dispel the spell it duplicates, but the spell may only counter or dispel the formula if it is not augmented beyond its minimum cost.

Augmentation: For each additional planar planar point of the same type spent on augmentation, the damage inflicted by this formula increases by 1d6 and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Fires of Purity
6th-level Evocation formula [Fire]
Minimum Cost: 6 F
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Reflex negates (harmless); see text
Spell Resistance: Yes (harmless); see text
Augmentation: Yes

The creature you touch bursts into magical flames that do not harm the target, but are quite capable of harming anyone else who comes into contact with them.

With a successful melee attack, the subject deals an extra 1d6 points of fire damage. If the defender has spell resistance, it applies to this effect. Creatures hitting the subject are susceptible to the same damage unless they attack with weapons that have exceptional reach, such as longspears.

Any creature taking fire damage from fires of purity must succeed on a Reflex save or catch fire.
Creatures on fire burn for 1d4 rounds and take 1d6 points of fire damage each round, unless they succeed on Reflex saves (at the formula's DC) in subsequent rounds or douse themselves in water.

The target takes only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, the target takes no damage on a successful save.

This formula counters and dispel the spell of the same name (described in Complete Divine), and vice-versa.

Augmentation: For every fire point spent after the minimum cost, the duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Flare Gun
4th-level Conjuration (Creation) formula [Fire, Light]
Minimum Cost: 4 F, 2 P
Range: Long (400 ft. + 40 ft./level)
Effect: A flare
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: No
Augmentation: Yes

This formula creates a flare that is not intended for fighting, but rather as a signal for allies of the planecaster. It is 3 feet-large, fills a 5 ft. by 5 ft. square, and can travel at a speed of 120 foot per round in a direction of your choice (decided when the formula is being cast). It starts moving immediately, on your turn. It illuminates a 30-foot radius and provides shadowy illumination out to a 60-foot radius. It keeps its velocity until it hits the maximum range or encounters an obstacle or a creature.

If the flare hits the maximum range, it falls to the ground at the same speed as before and disappears 10 feet above it. If it encounters a creature or an obstacle, it explodes in a burst of searing light that deals 2d6 points of fire damage to the creature it hits and 1d4 points of fire damage to every other creature in a 5-feet-radius. In addition, every creature in the area of the explosion must succeed on a Reflex save or be blinded for 1d3 rounds.

Light spells counter and dispel darkness spells of an equal or lower level.

Augmentation: For every 1 F and 1 P spent on augmentation, the maximum range of this formula increases by 40 feet, it deals an additional 2d6 points of fire damage to the creature it hits and 1d4 points of fire damage to adjacent creatures, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Flaywind Burst
5th-level Evocation formula [Air, Earth]
Minimum Cost: 5 A, 5 E
Casting Time: 1 round
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text for the Flaywind Burst spell (Sandstorm)
Spell Resistance: Yes
Augmentation: Yes

This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each 1 A and 1 E spent on augmentation, this formula deals an additional 1d6 points of damage to the creatures within the area, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Frostbite
5th-level Conjuration (Creation) formula [Air, Cold, Water]
Minimum Cost: 5 A, 5 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/2 levels, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Augmentation: Yes

You chill the air and create a layer of frost on the skin of target creatures.

The targets are entitled to a Fortitude save; those who fail take 6d6 points of cold damage and 2d6 points of Dexterity damage.

Creatures dropping to 0 Dexterity are frozen in a layer of ice, shivering and unable to attack, move, or defend.

This formula counters and dispel the spell of the same name (described in Frostburn), and vice-versa.

Augmentation: For each 1 A and 1 W spent on augmentation, this formula deals an additional 1d6 points of cold damage and 2 points of Dexterity damage.

Frozen Heart
9th-level Necromancy formula [Air, Cold, Water]
Minimum Cost: 9 A, 9 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: No

You use the power of the Paraelemental Plane of Ice to encase the heart of the target creature in a block of ice.

If the target fails its saving throw, it becomes immediately exhausted, takes 9d6 points of cold damage and dies in 1d3+2 rounds. Upon its death, the ice covers the remainder of its body.

If the save is successful, the target still takes the damage, but becomes fatigued instead of exhausted, and will not instantly die after a few rounds. The target might still die from damage even if it succeeds on its saving throw.

A character attempting to save a victim of this formula must use a healing spell, spell-like ability or supernatural ability and succeed on a DC 30 caster level check (use the character's HD if the effect does not have a caster level), otherwise the victim will succumb to the formula and die.

A creature immune to cold or to critical hits and sneak attacks is unaffected by this formula.

This formula counters the Heartfreeze spell (described in Frostburn), but the spell cannot do the same in turn.

Greasy Skin
2nd-level Transmutation formula [Acid, Earth, Water]
Minimum Cost: 2 E, 2 W
Range: Touch
Target: Creature touched
Duration: 2 minutes
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Augmentation: Yes

You infuse the target with the essence of the Paraelemental Plane of Ooze, granting him a oily skin. If the target has clothing, armor, or another personal effect (including worn magic items), they are covered in the same greasy substance as well.

For the duration of this formula, the subject gains a +8 bonus on Escape Artist checks and cannot be snared by webs (magical or otherwise). That bonus doesn't stack with the bonus granted by the Kuo-Toa Skin spell (described in Stormwrack). Despite the similarity between this formula and that spell, they don't counter one another.

In addition, the target can take a standard action to exude an acid substance from his skin, dealing either 1 point of acid damage to an object he is holding or wearing, or an additional 1 point of acid damage on the next melee attack he makes with a natural weapon (including an unarmed strike or a melee touch attack), which must be done no more than one round latter. He is immune to the damage caused by his own secretions.

Augmentation: For every 1 E and 1 W spent on augmentation, to duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Great Worm of the Earth
7th-level Conjuration (Creation) formula [Earth]
Minimum Cost: 7 E
Range: Close (25 ft. + 5 ft./2 levels)
Effect: A great wormlike maw
Duration: 1 minute or until escaped
Saving Throw: Reflex partial
Spell Resistance: Yes
Augmentation: Yes

You harness the power of the Elemental Plane of Earth to create an enormous wormlike mouth that bursts from the earth beneath your opponent's feet, attempting to swallow him whole.
You conjure a great wormlike maw from the ground beneath the feet of another creature, which immediately bites and tries to swallow that creature.
A successful Reflex save means the creature takes only 4d6 points of damage and the formula ends.
If the creature fails its save, it takes 8d6 points of damage and becomes "swallowed" by the mouth, dragged beneath the ground.
A creature so trapped can't act except to try to escape and takes an additional 2d6 points of acid damage each round on your turn as the worm "digests" it.
Each round on its turn, a creature trapped within the worm can take a full-round action to attempt a new Reflex save to escape.
If successful, the creature appears prone in its original space and the formula ends.
An ally in or adjacent to the creature's original space can use the aid another action to help unearth it; a successful DC 10 Strength check grants a +2 bonus on the creature's next Reflex save to escape.
You can place this formula's effect only on a horizontal area of dirt or stone at least 10 feet thick.
Any creature more than 5 feet off the ground can't be affected by this formula.

This formula counters and dispel the spell of the same name (described in Complete Mage), and vice-versa.

Augmentation: For every 1 E spent after the minimum cost, the maximum duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Gust of Wind
2nd-level Evocation formula [Air]
Minimum Cost: 2 A
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates (object)
Spell Resistance: No
Augmentation: Yes

Harnessing the energy from the Elemental Plane of Air, you create a severe blast of air that originates from you. This formula functions like the spell of the same name.

It also counters and dispel the spell(s) it duplicates and vice-versa.

Augmentation: By spending an additional 1 A, the duration becomes 1 round/level (maximum 2 minutes) and this formula functions like Wind Wall instead. In addition, its effective level increases by 1 for the purpose of effects that rely on it, such as its save DC. By spending an additional 2 A on top of the previous augmentation, the formula's effective level increases by an additional 2 and it simultaneously functions like Gust of Wind and Wind Wall.

Heart of the Elements
6th-level Transmutation formula [Air, Earth, Fire, Water]
Minimum Cost: 6 A, 6 E, 6 F, 6 W
Range: Personal
Target: You
Duration: 6 minutes (D) or until expended
Augmentation: Yes

You infuse your own body with the combined might of the four elemental planes, converting part of your body into elemental power, which grants you an handful of benefits.

You gain a swim speed equal to your land speed, which grants you certain benefits (including a +8 racial bonus on Swim checks).

You gain a +10 enhancement bonus on Jump checks and a +5 enhancement bonus on Escape Artist checks. You gain a +8 bonus on checks to resist a bull rush, overrun, or trip attack. You also gain temporary hit points equal to twice your caster level (up to 30 hp). You gain a +10-foot enhancement bonus to your base land speed, and if you have a fly speed, that speed gains a +10-foot enhancement bonus as well.

You also gain resistance to fire (20) and the ability to breathe water (as if under the effect of a Water Breathing spell).

Furthermore, while this formula is active, you can spent immediate action to gain the benefit of any one of the following spells : Feather Fall, Fire Shield (fire-based protection only), Freedom of Movement, or Stoneskin. This benefit lasts for 1 minute (or until the end of the normal duration, or until the Stoneskin's total protection is consumed, whichever comes first), at the end of which the spell's entire effect ends.

Finally, you become immune to extra damage from critical hits and sneak attacks.

This formula counters and dispel the Heart of Air, Heart of Earth, Heart of Fire and Heart of Water spells (described in Complete Mage), but none of these spells can counter or dispel the formula.

Augmentation: For every 1 A, 1 E, 1 F and 1 W spent on augmentation, the standard (i.e. not expended) duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Horn of the Elements
7th-level Transmutation formula [See text]
Minimum Cost: See text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You harness the energy of an elemental, paraelemental or quasielemental plane into the shape on a horn that grows on your forehead. If you do not have a gore attack, this formula gives you one as a secondary natural weapon. If you have one (even a temporary one, like the one given by another use of this formula), it deals an additional 1d6 points of damage of a certain type (see below). The base damage of your gore attack (if you didn't already have one) is of 1d8 if you are small-sized, 2d6 if you are medium-sized and 3d6 if you are large-sized (if you are unusually small or large, use the increase in base damage due to size augmentation in the Monster Manual as a reference to calculate your base damage), to which you apply one half your Strength modifier. The type of damage inflicted depends of the application used (see below).

This formula has 16 different applications, one for each element, paraelement, and quasielement. The type of damage dealt by a new horn or the type of bonus damage dealt by an horn infused by this formula, as well as the cost and descriptor of this formula, depend of the application used. In addition, some applications have special uses or effects that come in addition to the normal functions of your gore attack.


Element, Paraelement or Quasielement
Damage Type
Cost
Descriptor
Special


Air
Piercing*
7 A
Air
—


Ash
Cold
7 F, 5 N
Cold, Fire
—


Dust
Negative energy
7 E, 5 N
Earth
—


Earth
Piercing*
7 E
Earth
—


Fire
Fire
7 F
Fire
—


Ice
Cold
7 A, 7 W
Air, Cold, Water
—


Lightning
Electricity
7 A, 5 P
Air, Electricity
—


Magma
Fire
7 E, 7 F
Earth, Fire
The horn can be throw (as a thrown weapon) with a range increment of 5 feet. It regenerates at the end of your next turn.


Mineral
Positive energy
7 E, 5 P
Earth
—


Ooze
Acid
7 E, 7 W
Acid, Earth, Water
The horn can be throw (as a thrown weapon) with a range increment of 5 feet. It regenerates at the end of your next turn.


Radiance**
Non-lethal
7 F, 5 P
Fire, Light
Creatures struck by the gore attack are dazzled for 1 round. Undead creatures take positive energy damage instead of non-lethal damage from this application.


Salt
Dessication (see Sandstorm)
7 W, 5 N
Water
—


Smoke
Acid
7 A, 7 F
Acid, Air, Fire
Creatures struck by the gore attack are sickened for 1 round.


Steam
Fire
7 W, 5 P
Water
—


Vacuum
Non-lethal
7 A, 5 N
Air
If holding their breath, creatures struck by the gore attack lose 1 round worth of breath.


Water
Bludgeoning*
7 W
Water
—



* This damage is physical in nature, which means that it is subject to damage reduction, but it counts as magic for the purpose of overcoming it. You may attempt to make the damage non-lethal, but you take the regular -4 penalty to attack rolls.
** Light spells counter and dispel darkness spells of an equal or lower level.

Ice Claw
7th-level Evocation formula [Air, Cold, Water]
Minimum Cost: 7 A, 7 W
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. ice claw
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You channel the power of the Paraelemental Plane of Ice to make a great white claw appear before you, cold air wafting off its crystalline surface.

This formula creates a massive reptilian claw made of ice. The ice claw can make one grapple attack per round. Its attack bonus and grapple modifier are equal to your caster level + your Cha modifier + 7 for the claw's Strength (24). In any round when the claw is grappling a target, it deals 1d8 points of cold damage.

The claw can attack in the round it appears. Directing it to change targets is a standard action. It always attacks from your direction and does not get a flanking bonus or help a combatant get one.

The claw has as many hit points as you do when undamaged and has AC 20 (+10 natural). It takes damage as a normal creature, but most magical effects that do not deal damage do not affect it. The claw cannot push through a wall of force or enter an antimagic field. It suffers the full effects of a prismatic wall or prismatic sphere. The claw has your saving throw bonuses. Disintegrate or a successful dispel magic destroys it. It has immunity to cold and vulnerability to fire.

This formula counters and dispel the spell of the same name (described in the Spell Compendium), and vice-versa.

Augmentation: For every 1 A and 1 W spent on augmentation, the duration of this formula increases by 1 round, the Strength score of the claw increases by 1, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Ice Climb
2nd-level Transmutation formula [Air, Cold, Water]
Minimum Cost: 2 A, 2 W
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Augmentation: Yes

The hands and feet of the target are covered in a thin layer of adhesive ice that does not harm him. The target can climb to any surface, as if he was under the effect of the Spider Climb spell, although neither the spell nor the formula dispel one another.

Augmentation: For every 1 A and 1 W spent on augmentation, the duration of this formula increases by 5 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Ice Storm
4th-level Evocation formula [Air, Cold, Water]
Minimum Cost: 4 A, 4 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Augmentation: Yes

You channel magical energy from the Paraelemental Plane of Ice to create great magical hailstones that pounds down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the formula's effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name, they don't counter one another.

Augmentation: For each 1 A and 1 W spent after the minimum cost, the formula deals an additional 1d6 points of bludgeoning damage and 1d6 points of cold damage to every creature in the area, and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Implosion
9th-level Evocation formula [Air]
Minimum Cost: 9 A, 7 N
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corporeal creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
Augmentation: No

You channel quasielemental vacuum in the body of a corporeal creature to create a destructive resonance in it's body. You cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)

This formula has no effect on creatures in gaseous form or on incorporeal creatures.

This formula counters and dispel the spell of the same name, and vice-versa.

Infuse Emerald Flame
7th-level Evocation formula [Fire]
Minimum Cost: 7 F
Range: Touch
Target: Creatures or objects touched (see text)
Duration: 5 rounds
Saving Throw: See text
Spell Resistance: Yes
Augmentation: Yes

You channel the power of the Elemental Plane of Fire into one of your hands, one of your natural weapons (if any) or a melee weapon you are wielding. It bursts into an aura of brilliant emerald flame, shedding light equal to that of a torch. You take no damage or penalties from the flames, and neither do any character wielding a weapon infused by this formula (dropping the weapon or giving it to another character does not end the formula).

If you infused your hand, you can make melee touch attacks to deal 3d6+1 points of fire damage. If you infused a weapon (including a natural weapon), it will deal 3d6+1 points of fire damage per hit in addition to its normal damage. Characters that treat their fists as natural weapons (such as monks) may choose between these two options freely for any unarmed strike they make, but they cannot combine them (ie. make a melee touch attack dealing normal unarmed strike damage in addition to fire damage). Any character taking fire damage as a result of this formula must also succeed on a Fortitude save or be engulfed by the fiercely hot aura of flame.

Each round on your turn, a creature engulfed in the flaming aura takes 3d6+1 points of fire damage until the formula ends (Fortitude save each round for half).

Nonmagical, unattended objects are automatically engulfed in green flame and take 3d6+1 points of fire damage each round.

Once the emerald flame has engulfed a target, it leaves the hand, natural weapon, or weapon in which it was infused. Thus, that weapon no longer deals additional fire damage on each hit. If infused into your hand, you can no longer make melee touch attacks with the flames to deal fire damage, either. While a rare occurrence, it is not impossible for a given weapon to be infused by two uses of this formula simultaneously. In that case, each use is completely independent from each other in regard to what has been formely stated.

This formula counters and dispel the Emerald Flame Fist spell (described in Complete Arcane), and vice-versa.

Augmentation: For every 1 F spent on augmentation, the duration of this formula increases by 1 round and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Internal Fire
9th-level Evocation formula [Fire]
Minimum Cost: 9 F
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Target: Up to 1 HD/level of creatures, no two of which can be more than 20 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: No

This spell creates a deadly raging heat in the internal organs of the targets, causing them to burst into flame from within.

Targets that fail a Fortitude save die instantly. Those who save successfully take 6d6 points of fire damage +1 point per caster level (maximum +20) instead.

This formula counters and dispel the spell of the same name (described in Complete Arcane), and vice-versa.

Leech Undead
7th-level Necromancy formula
Minimum Cost: 5 N
Range: Close (25 ft. + 5 ft./2 levels)
Target: One undead creature
Duration: Instantaneous; see text
Saving Throw: Will half
Spell Resistance: Yes
Augmentation: Yes

This formula drains away a portion of the negative energy that keeps an undead creature animated, transferring it to you in the form of temporary healing. The formula deals 70 points of damage. At the same time, you gain temporary hit points equal to the damage dealt, up to a maximum equal to the current hit points of the target. These temporary hit points last for 5 minutes. A successful Will save halves the damage dealt and the hit points gained.

This formula counters and dispel the spell of the same name (described in Magic of Eberron), and vice-versa.

Augmentation: For every 1 N spent on augmentation, this formula deals an additional 10 points of damage, the temporary hit points last for one additional minute, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Light and Darkness
3rd-level Evocation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Touch
Target: Object touched
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications : one for light and one for darkness. Each one duplicates the effect of a specific spell on the object touched. They also have a different cost and provide the formula with a different descriptor.



Application
Duplicated Spell
Cost
Descriptor


Darkness
Deeper Darkness
1 N
Darkness


Light
Daylight
1 P
Light



Light spells counter and dispel darkness spells of an equal or lower level, and darkness spells counter and dispel light spells of an equal or lower level. This formula also counters the spell it duplicates and vice-versa.

Augmentation: By spending four additional planar points of the same type, this spell deals 1 points of damage per round to every creature in the area. The darkness application inflicts negative energy damage, harmful to living beings but beneficial to undead creatures. The light application inflicts positive energy damage, which heals living creatures and is detrimental to undead. In both cases, the effective level of the formula increases by 4 for the purpose of effects that rely on it.

Lightning Touch
5th-level Evocation formula [Air, Electricity]
Minimum Cost: 5 A, 3 P
Range: Touch
Target: Up to nine creatures touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Augmentation: Yes

Your hand crackles with the pent-up energy of the Quasielemental Plane of Lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to nine times, but if you pass more than a round without at least trying to hit a target, you automatically lose all remaining uses. A given character can only be damaged by this attack once per casting of this formula (attacks that missed or did not deal any damage do not count toward either amount).

This formula counters and dispel the Storm Touch spell (described in Magic of Eberron), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For every 1 A and 1 P spent on augmentation, you can use your touch two more times, each touch deals an additional 2d6 points of electricity damage, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Maelstrom
8th-level Conjuration (Creation) formula [Water]
Minimum Cost: 8 W
Casting Time: 1 full round
Range: Long (400 ft. + 40 ft./level)
Effect: Whirlpool 120 ft. wide and 60 ft. deep
Duration: 16 rounds
Saving Throw: Reflex negates; see text
Spell Resistance: No
Augmentation: Yes

This formula causes a deadly vortex to form in water. A body of water in which you form the maelstrom must be at least 120 feet wide and 60 feet deep, or the formula fails.

Waterborne creatures or objects within 50 feet of the vortex (below and on all sides) must make Reflex saves or be sucked in. Trained swimmers can attempt Swim checks instead if their skill modifier is higher than their Reflex save bonus. Waterborne vessels avoid being sucked in if their operators make Profession (sailor) checks against the same DC as the spell's saving throw. These creatures take 3d8 points of damage upon being sucked in.

Once inside, creatures and objects take 3d8 points of bludgeoning damage each round. They remain trapped for 2d4 rounds, after which time they are ejected to any square adjacent to the bottom of the vortex (your choice). Ejected subjects might be sucked back into the vortex, but they receive a new Reflex save. Subjects of Large or smaller size are ejected from the bottom of the vortex. Huge, Gargantuan, or Colossal subjects are ejected from the top.

This formula counters and dispel the spell of the same name (described in Stormwrack and reedited in the Spell Compendium), and vice-versa.

Augmentation: For each 1 W spent after the minimum cost, the range of this formula increases by 20 feet, its duration increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Mindfrost
4th-level Necromancy formula [Air, Cold, Water]
Minimum Cost: 4 A, 4 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
Augmentation: Yes

You conjure energy from the Paraelemental Plane of Ice to freeze the mental pathways of living creatures, dealing 5d6 points of cold damage and 1d4 points of Intelligence damage. Creatures that are not living or do not have neural connections can also be affected by this formula, but they are usually immune to Intelligence damage, and this formula is not cost-effective without it.

This formula counters and dispel the spell of the same name (described in Frostburn), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For every 1 A and 1 W spent on augmentation, this formula can affect one additional creature within range and deals an additional 1d6 points of cold damage and 2 points of Intelligence damage to the target creatures.

Move Earth
6th-level Transmutation formula [Earth]
Minimum Cost: 6 E
Casting Time: See text for the Move Earth spell (normal) or 1 standard action (augmented)
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S) (normal) or 80-ft.-radius spread (S) (augmented)
Duration: Instantaneous (normal) or 1 round (augmented)
Saving Throw: None (normal) or see text for the Earthquake spell (augmented)
Spell Resistance: No
Augmentation: Yes

Drawing power from the Elemental Plane of Earth, you change the shape of the ground in the affected area. This formula functions like the spell of the same name.

It also counters and dispel the spell it duplicates and vice-versa.

Augmentation: By spending an additional 2 E, this formula functions like the Earthquake spell instead and its effective level increases by 2 for the purpose of effects that rely on it, such as its save DC.

Paraelemental Wyrm
8th-level Conjuration (Creation) formula [See text]
Minimum Cost: See text
Range: Medium (100 ft. + 10 ft./level)
Effect: One creature
Duration: 1 minute (D)
Augmentation: No

This formula creates a serpentlike paraelemental creature known as a paraelemental wyrm. Paraelemental wyrm are described in full details here (http://www.giantitp.com/forums/showsinglepost.php?p=17733384&postcount=7). When you cast this formula, choose which kind of paraelemental wyrm you want to create ; the cost and descriptor of this formula depends of your choose (see the table below).


Paraelement
Cost
Descriptor


Ice
8 A, 8 W
Air, Cold, Water


Magma
8 E, 8 F
Earth, Fire


Ooze
8 E, 8 W
Earth, Water


Smoke
8 A, 8 F
Air, Fire



When this formula expires, the paraelemental wyrm is decomposed into its constituent parts and evaporates harmlessly, leaving any equipment it may have gained behind. If the formula is cast on the paraelemental plane associated with the paraelemental wyrm, and you die before the formula expires, the paraelemental wyrm becomes a permanent creature and goes on its own (an exception to the above rule), though you won't regain control of it if you are resurrected.

Planar Adaptation
1st-level Transmutation formula [See text]
Minimum Cost: 1 planar point; see text
Range: Touch
Target: Creature touched
Duration: 1 minute (D)
Augmentation: Yes

This formula has six different applications, one for each inner plane. Each application makes it easier for the target to live in a given inner plane and similar planes. They also have a different cost and provide the formula with a different descriptor.


Inner Plane
Effect
Cost
Descriptor


Elemental Plane of Air
When in a plane with the subjective directional gravity trait, the target automatically succeeds on his Wisdom check to set a new direction of gravity.
1 A
Air


Elemental Plane of Earth
If the target is inside a plane with the earth-dominant elemental trait, he gains a burrow speed equal to his base land speed, and he leaves an useable tunnel behind him when he burrows. If the target already has a faster burrow speed or is not inside a plane with the earth-dominant elemental trait, this application has no effect.
1 E
Earth


Elemental Plane of Fire
The target and his equipment don't take fire damage as a result of being in a plane with the fire-dominant elemental trait. He does not gain fire resistance, however.
1 W
Fire


Elemental Plane of Water
If the target is inside a plane with the water-dominant elemental trait, he can breathe underwater. He can't do so if he is merely underwater, but not in a water-dominant plane. If the target is made of fire, he doesn't take damage as a result of being in a plane with the water-dominant elemental trait.
1 F
Water


Negative Energy Plane
If the target is living, he doesn't take damage as a result of being in a plane with the minor negative-dominant energy trait, and treats the major negative-dominant energy trait as the minor negative-dominant energy trait instead.
1 P
—


Positive Energy Plane
The target can never gain more temporary hit points than his normal hit point total as a result of being in a plane with the major positive-dominant energy trait. Also, he is not blinded in such circumstances. If the target is harmed by positive energy, he doesn't take damage as a result of being in a plane with the minor or major positive-dominant energy trait (if the GM houseruled it as such).
1 N
—



Most applications of this formula function by creating a shield out of an element or energy to protect against the opposite element. In this case, they are not affected by the impended magic trait of the plane they are intended to be used in, but are nonetheless affected by the impended magic trait of the opposite plane. The applications associated with the Elemental Plane of Air and the Elemental Plane of Earth are exceptions, as the element is channelled in a way that let the target control his environment better.

Augmentation: By spending two additional planar points of the same type, the target of this formula may also ignore the impended magic trait of the inner plane associated with the application used.

Propulsion
4th-level Transmutation formula [See text]
Minimum Cost: 4 planar points; see text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You conjure power from one of the four elemental planes into your feet and lower body (or arms, in the case of the Earth version), granting you new modes of movement. Choose a type of planar points amongst Air, Earth, Fire and Water; you spend 4 planar points of that type. Depending of the type of planar points used, you receive the benefit of one or more spells on you, as described on the table below.



Planar points used
Emulated spells


Air
Air Breathing (SpC, SS, Sto), Cloud Wings (SpC, SS) and Fly


Earth
Burrow (SpC)


Fire
Body Blaze (Sand) and Fly


Water
Swim (CAr, Sto) and Water Breathing



This formula has the descriptor relative to the type of planar points used.

Quasielemental Blood
3rd-level Transmutation formula [See text]
Minimum Cost: See text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You mix the planar energy from one elemental plane and one energetic plane of your choosing, and redirect the quasielemental energy into your own blood. This formula has eight different applications, one for each quasielement. Each application duplicates the effect of one or more spells on you. They also have a different cost and provide the formula with a different descriptor.


Quasielement
Emulated spells
Cost
Descriptor


Ash
False Life and Resist Energy (fire)
3 F, 1 N
Fire


Dust
Blur
3 E, 1 N
Earth


Lightning
Lesser Vigor (CD) and Resist Energy (electricity)
3 A, 1 P
Air, Electricity


Mineral
Barkskin and Lesser Vigor (CD)
3 E, 1 P
Earth


Radiance*
Darkvision and Lesser Vigor (CD)
3 F, 1 P
Fire, Light


Salt
False Life and Resist Energy (acid)
3 W, 1 N
Acid, Water


Steam
Resist Energy (cold) and Swim (CAr, Sto)
3 W, 1 P
Water


Vacuum
False Life and Resist Energy (sonic)
3 A, 1 N
Air



* Light spells counter and dispel darkness spells of an equal or lower level.

Network
2014-07-07, 08:59 AM
Planar Mage formulas (Part 3):
Quasielemental Breath
3rd-level Evocation formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Range: 25 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
Augmentation: Yes

This formula allows you to concentrate quasielemental energy into your lungs, abdomen, or an equivalent body part, and expel it in a devastating cone. This formula has eight different applications, one for each quasielement. Most applications deal damage to creatures within the area of effect, but others affect them differently. The saving throw to resist the effect depends of the application used. Each application has a different cost and provides the formula with a different descriptor.


Quasielement
Effect
Saving Throw
Cost
Descriptor


Ash
Affected creatures take 3d6 points of cold damage as the ash steals their body heat.
Reflex half
3 F, 1 N
Fire


Dust
Affected creatures take 3d6 points of acid damage.
Reflex half
3 E, 1 N
Acid, Earth


Lightning
Affected creatures take 3d6 points of electricity damage.
Reflex half
3 A, 1 P
Air, Electricity


Mineral
Affected creatures take 3d6 points of piercing and slashing damage. That damage is subject to damage reduction, but is treated as magic for the purpose of overcoming it.
Reflex half
3 E, 1 P
Earth


Radiance*
Affected creatures take 2d6 points of fire damage and are dazzled for 1 round. If the save is successful, they only take half damage and are not dazzled. The damage becomes 3d6 against undead and creatures vulnerable to bright light (still reduced by half on a successful save).
Reflex partial
3 F, 1 P
Fire, Light


Salt
Affected creatures take 3d6 points of dessication damage (see Sandstorm). The damage becomes 3d8 against plants and elemental creatures of the water subtype.
Reflex half
3 W, 1 N
Water


Steam
Affected creatures take 3d6 points of fire damage. If made of fire, they instead take 3d6 points of damage due to the water.
Reflex half
3 W, 1 P
Fire, Water


Vacuum
Affected creatures are unable to move away from you until the beginning of your next turn (this effect is merely the opposite of the Checked condition). Affected flying creatures are also pulled 5 feet toward you, which expose them to attacks of opportunity from those that didn't suffer the effect. If unable to move any closer to you, they instead take 1d6 points of nonlethal damage.
Fortitude negates
3 A, 1 N
Air



* Light spells counter and dispel darkness spells of an equal or lower level.

The quasielements dissipate instantly after their damage is done, though some of them (Radiance and Vacuum) have lingering effects.

The Salt and Steam applications of this formula counter and dispel the Steam Breath spell (described in Complete Arcane), and vice-versa. The other applications have no particular interaction with the spell, however.

Augmentation: By spending 1 additional planar point of each required type, the range of the formula increases by 5 feet, it deals two additional dies of damage to each creature who would take damage, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC. This augmentation may be applied multiple times.

Quasielemental Claws
7th-level Transmutation formula [See text]
Minimum Cost: See text
Range: Personal
Target: You
Duration: 1 minute (D)
Augmentation: No

You channel energy of a quasielemental plane to transform your hands or the extremities of other appendages into claws made of the very substance of that plane. These limbs are not completely transformed into the chosen quasielement : they are more accurately encased in them, and your original appendages still exist below the claws. Each use of this formula can affect at most two of your limbs : the only restriction is that you cannot use these limbs while the fomula is in effect. Thus, using this formula on one's legs is usually a bad idea, but tentacles and the like can be used by non-humanoid Planar Mages. In fact, this formula can even target claws, though characters who already have claws have little interest in learning it.

Each quasielemental claw gives you a claw attack as a primary natural weapon, unless you already have a primary natural weapon which isn't claws, in which case it is a secondary natural weapon. Each claw attack has a base damage of 1d4 if you are Small-sized, 1d6 if you are Medium-sized and 1d8 if you are Large-sized (if you are unusually small or large, use the increase in base damage due to size augmentation in the Monster Manual as a reference to calculate your base damage), and your Strength modifier applies to the damage (full Strength modifier for a primary natural weapon, one-half for a secondary natural weapon, as normal). The type of damage inflicted is explained below. Any special proficiency you may have with claws (such as Weapon Focus) applies both to your natural claws (if any) and to those given to you by this formula.

This formula has 8 different applications, one for each quasielement. Each application makes the claws deal a different type of damage, and has a different cost and descriptor.


Quasielement
Damage Type
Cost
Descriptor


Ash
Cold
7 F, 5 N
Cold, Fire


Dust
Negative energy
7 E, 5 N
Earth


Lightning
Electricity
7 A, 5 P
Air, Electricity


Mineral
Slashing*
7 E, 5 P
Earth


Radiance**
Positive energy
7 F, 5 P
Fire, Light


Salt
Dessication (see Sandstorm)
7 W, 5 N
Water


Steam
Fire
7 W, 5 P
Water


Vacuum
See below
7 A, 5 N
Air



* Slashing damage from this formula is subject to damage reduction, but it counts as magic for the purpose of overcoming it. If you want, you may deal nonlethal damage instead (with a -4 penalty to your attack rolls, as usual), though damage reduction still apply.
** Light spells counter and dispel darkness spells of an equal or lower level.

The Vacuum application of this formula does not deal any damage and only requires a melee touch attack to hit. If the creature touched needs to breathe (even if it breathes water or other substance), you prevent that character from breathing for a short period of time, as a vacuum forms between its nostrils and ambient air (or water). The creature must thus hold its breath until the end of your next turn (no save, but spell resistance applies). It cannot talk or cast spells with verbal components during that time. Natural fire, while not a creature, needs air to sustain itself and may be extinguished by a claw made of vacuum. The formula usually does not last long enough, however, to suffocate someone to death (though it is certainly possible).

Quasielemental Flame
3rd-level Evocation formula [See text]
Minimum Cost: See text
Range: Touch
Target: Object touched
Effect: See text
Duration: 2 hours
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula has two different applications, one for each fire-based quasielement. Both applications have a different cost and provide the formula with a different descriptor.



Quasielement
Effect
Cost
Descriptor


Ash
The object is covered in invisible fire, dealing an additional 1 point of fire damage on every hit. It is immune to its own damage.
3 F, 1 N
Fire


Radiance*
As Continual Flame
3 F, 1 P
Fire, Light



Both applications of this formula can counter and dispel Continual Flame, but Continual Flame may only counter or dispel the Radiance application.

* Light spells counter and dispel darkness spells of an equal or lower level.

Augmentation: For each fire point spent after the minimum cost, the duration of the formula increases by 1 hour and its effective level increases by 1 for the purpose of effects that rely on it (to a maximum of 9th level).

Ray of Enervation
4th-level Necromancy formula [Death]
Minimum Cost: 2 N
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None (normal) or Fortitude partial (augmented)
Spell Resistance: Yes
Augmentation: Yes

You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must succeed on a ranged touch attack to hit the target. If the attack succeeds, the subject gains 1d4 negative levels.

If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains lost levels after 10 minutes. Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from Ray of Enervation don't last long enough to do so.

An undead creature struck by the ray gains 1d4Χ5 temporary hit points for 1 minute.

Augmentation: By spending an additional 3 N, the target must also make a Fortitude save or die instantly. The subject may die from negative levels even if it succeeds on its saving throw.

Red Sea
5th-level Transmutation formula [Water]
Minimum Cost: 5 W, 3 N
Range: Close (25 ft. + 5 ft./2 levels)
Area: Cubic 20-ft.-radius spread (S)
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

Drawing power from the Quasielemental Plane of Salt, you transform ordinary water into red sea. Red sea, as described in Sandstorm, is pure salt kept liquid through supernatural means and given a bloodred color. This formula only functions if used on a body of water.

All living creatures immersed into a red sea take 1d6 points of dessication damage (see Sandstorm) per round of contact. Water elementals, plant creatures, and freshwater dwellers are especially vulnerable to this effect, taking 1d8 points of dessication damage per round instead. On the other hand, a salt mephit's normal rate of fast healing is doubled if it is in contact with a red sea. Weapons or armors that are primarily metallic corrode away; the damage dealt by a red sea overcomes the hardness of metal.

When the formula's duration expires, the red sea turns back into water.

Augmentation: For every 1 W and 1 N spent on augmentation, the duration of this formula increases by 2 rounds and the radius of the affected area increases by 5 feet.

Red Tide
8th-level Evocation formula [Water]
Minimum Cost: 8 W
Range: Medium (100 ft. + 10 ft./level)
Area: Burst in the shape of a circular disk, 10 ft. wide/level, 5 ft. high
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Augmentation: Yes

You tap into the power of the Elemental Plane of Water to cause a surging, frothing wave of thick, red seawater that washes over everything in the area.

All creatures in the area of a red tide are immediately knocked prone and must make a Fortitude saving throw. Flying or swimming creatures in the area aren't knocked prone, but they take a -4 penalty on the Fortitude save.

A living creature who makes its Fortitude save against a red tide is sickened for 1 minute and takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for that time.

A creature who fails this saving throw feels the full effect of the red tide. Such creatures are immediately nauseated for 1 minute (unable to attack, cast spells, or concentrate), and they take 3d6 points of Strength damage. After 1 minute the nausea ends, but the creature must make a second Fortitude saving throw or take an extra 3d6 points of Strength damage.

Creatures immune to poison are immune to the sickening and nauseating effects of a red tide, and do not take Strength damage.

The tainted water evoked by this formula vanishes after a few seconds of turbulence, and any objects or creatures in the area do not emerge wet.

All open flames in the area are nevertheless extinguished if they fail a Reflex save, and all creatures with the fire subtype take 16d6 points of damage (Reflex half).

This formula counters and dispel the spell of the same name (described in Stormwrack and reedited in the Spell Compendium), and vice-versa.

Augmentation: For every 1 W spent on augmentation, the Strength damage inflicted on a failed Fortitude save increases by 1, the damage dealt to creatures with the Fire subtype increases by 2d6, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Retributive Enervation
7th-level Necromancy formula
Minimum Cost: 5 N
Range: Personal
Target: You
Duration: 1 minute or until expended
Augmentation: Yes

You channel the power of the Negative Energy Plane to surround your body with a thight veil of negative energy. For the duration of this formula, living creatures that make a successful melee attack against you in melee (regardless of whether the attack deals damage) gain one negative level (no save, but spell resistance applies).

This formula can bestow a total of 7 negative levels. Once this limit is reached, the formula ends, even if the duration has not yet expired.

Assuming a creature that gains negative levels survives, it regains lost levels after 7 hours. Usually, negative levels have a chance of permanently draining the victim's levels, but the negative levels from this formula don't last long enough to do so.

An undead creature that makes a successful melee attack against you while this formula is active gains 5 temporary hit points that last for up to 1 minute. This does not count toward the amount of negative levels this formula can bestow. If you are an undead creature and attack yourself in an attempt to gain temporary hit points, you do not gain them (or at least, not from this formula).

Living Planar Mages that use this formula for the first few times do not like it as it deadens the caster's perception of the world ; most Planar Mages get over this feeling with time, and there is no mechanical effect associated with it. Those that are not living never have this sensation, and many undead Planar Mages find it quite pleasant.

This formula counters and dispel the spell of the same name (described in Complete Mage), and vice-versa.

Augmentation: For every 1 N spent after the minimum cost, the duration of this formula increases by 2 rounds, it can bestow 1 additional negative level before being expended, and lost levels are regained 1 hour later.

Sandstorm
6th-level Conjuration (Creation) formula [Air, Earth]
Minimum Cost: 6 A, 6 E
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 6 minutes
Saving Throw: Fortitude negates
Spell Resistance: No
Augmentation: Yes

You channel the combined energy of the Elemental Plane of Air and Elemental Plane of Earth in order to create a duststorm or sandstorm. This formula functions like the spell of the same name (described in Sandstorm).

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each additional 1 A and 1 E spent on augmentation, the duration of this formula increases by 1 minute, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Scalding Touch
7th-level Evocation formula [Fire]
Minimum Cost: 7 F
Range: Touch
Target: Up to thirteen creatures touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Augmentation: Yes

Your hand ignites with the white-hot fury of the Elemental Plane of Fire, dealing 13d6 points of fire damage with a successful melee touch attack. Touched creatures are also dazed for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to thirteen times, but if you pass more than a round without at least trying to hit a target, you automatically lose all remaining uses. A given character can only be damaged by this attack once per casting of this formula (attacks that missed or did not deal any damage do not count toward either amount).

This formula counters and dispel the spell of the same name (described in Magic of Eberron), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For each 1 F spent after the minimum cost, you can use your touch two more times, each touch deals an additional 2d6 points of fire damage, and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Scorching Ash
4th-level Evocation formula [Fire]
Minimum Cost: 4 F, 2 N
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half or none; see text
Spell Resistance: No
Augmentation: Yes

You condense energy from the Quasielemental Plane of Ash into a 2-foot-wide sphere, one feet above your head. You can then make it explode, centering the area of effect on you, or make a ranged touch attack to throw it at a creature within range. If your attack hits, the target immediately takes 2d6 points of bludgeoning damage, is denied a saving throw, and the area of effect is centered on him. If you miss, the sphere keeps its trajectory and explodes 10 feet behind the target, who is entitled a saving throw normally.

Every creature in the area of this formula take 6d6 points of damage. For creatures that do not have the Fire subtype, this is fire damage. Those that do treat it as cold damage instead. You are immune to the damage that is inflicted through your own formula, regardless of whether you are within the affected area or not (however, you are not immune to the damage inflicted by another planecaster using this formula against you).

After the sphere of ash has exploded, there is a fallout of still hot ash in the affected area for 1 round. That ash cools down rapidly and disappears 1 round after hitting the ground (or immediately after leaving the range of the formula, if applicable).

Augmentation: For every 1 F and 1 N spent on augmentation, this formula deals an additional 2d6 points of damage to every creature within the area.

Smoke Cloud
3rd-level Conjuration (Creation) formula [See text]
Minimum Cost: 3 A, 3 F
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 5 rounds
Saving Throw: See text
Spell Resistance: No
Augmentation: Yes

This formula allows you to conjure the energy of the Paraelemental Plane of Smoke and give it any shape you can afford to pay. First, this formula creates a bank of fog that obscures all sight as a Fog Cloud spell does. For the rest, this formula has six different applications. Each of them has a different cost, effective level, and saving throw, and provides the formula with a different descriptor.


Application used
Effect
Cost
Saving Throw
Effective Level
Descriptor


Ash Cloud
Ash covers the area and absorbs the heat of living creatures. All creatures within the cloud take 1d3 points of cold damage per round, but gain fire resistance (5) as long as they remain within the area
3 A, 3 F, 1 N
Fortitude half
3rd
Air, Fire


Electric Cloud
The cloud is electrically charged. All creatures within the cloud take 1d4 points of electricity damage per round
3 A, 3 F, 1 P
Reflex half
3rd
Air, Electricity, Fire


Incendiary Cloud
As the spell of the same name
8 A, 8 F
Reflex half
8th
Air, Fire


Mortal Cloud
All creatures within the cloud take 1 point of Constitution damage per round. Those with 1 HD or less are slain instantly (no save)
5 A, 5 F, 3 N
Fortitude negates (if 2 HD or more) or None (if 1 HD or less)
5th
Air, Death, Fire


Scorching Cloud
The cloud is wrapped in suffocating heat. All creatures within the cloud take 1d4 points of fire damage per round
3 A, 3 F
Fortitude half
3rd
Air, Fire


Stinking Cloud
As the spell of the same name
3 A, 3 F
Fortitude negates
3rd
Air, Fire



If an application allows a save, that save must be made each round.

Clouds with an effective level of at least 5th move away from you at 10 feet per round (as with a Cloudkill spell). Figure out the smoke's new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the formula. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder's spread thereafter.

As with the Fog Cloud spell, wind disperses the smoke, and the formula can't be cast underwater.

Applications of this formula that duplicate a specific spell (other than Fog Cloud) can counter and dispel that spell, and vice-versa. The Mortal Cloud application counters and dispel the Cloudkill spell, and vice-versa. Other applications have no specific interaction in regard to countering and dispelling.

Augmentation: While this formula cannot be augmented per see, planar points spent in excess of the minimum cost count as planar points spent on augmentation.

Soften Earth and Stone
2nd-level Transmutation formula [Earth]
Minimum Cost: 2 E
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text for the Soften Earth and Stone spell
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula functions like the spell of the same name.

It also counters and dispel the eponymous spell and vice-versa.

Augmentation: For each 1 E spent after the minimum cost, the size of the affected area increases by 10 feet and the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Sound Burst
2nd-level Evocation formula [Air, Sonic]
Minimum Cost: 2 A
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

You tap the power of the Elemental Plane of Air in order to blast an area with a tremendous cacophony. Every creature in the area takes sonic damage and must succeed on a Fortitude save to avoid being stunned for a certain number of rounds. The amount of damage inflicted and the duration of the stunning depends of the amount of air points spent on the formula (maximum 10 points). Spending a certain amount of points also increases the effective level of the formula for the purpose of effects that rely on it, such as its save DC.


Air Points Spent
Damage Inflicted
Duration of the Stunning
Effective Level of the Formula


2
1d8
1 round
2nd


3
2d6
1d2 rounds
3rd


4
3d8
1d2 rounds
3rd


5
4d8
1d3 rounds
4th


6
5d8
1d3+1 rounds
5th


7
6d8
1d4+1 rounds
6th


8
7d8
1d6+1 rounds
7th


9
8d8
1d8+2 rounds
8th


10
10d8
1d10+2 rounds
9th



This formula counters and dispel the spell of the same name, but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: See the table above.

Storm of Fire and Ice
6th-level Evocation formula [Air, Cold, Fire, Water]
Minimum Cost: 6 A, 6 F, 6 W
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 round
Saving Throw: Reflex half
Spell Resistance: Yes
Augmentation: Yes

You combine the power of three of the four elemental planes to bring forth a swirling vortex of smoking lava intermixed with chunks of steaming ice.

A shower of lava globs and hailstones rains down for 1 round, dealing 6d6 points of cold damage and 6d6 points of fire damage to everything in the area.

The cylinder provides concealment similar to the Fog Cloud spell and also applies a -4 penalty on Listen checks made within the area.

Movement costs within the area of the spell are doubled.

At the end of the duration, the lava and ice disappear, leaving no lingering effects (other than the damage dealt).

While this formula is in many ways similar to the spell of the same name (described in Complete Mage), they don't counter one another.

Augmentation: For each 1 A, 1 F and 1 W spent after the minimum cost, this formula deals an additional 1d6 points of cold damage and 1d6 points of fire damage to everything in the area, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Storm of Vengeance
9th-level Conjuration (Summoning) formula [Air, Water]
Minimum Cost: 9 A, 9 W
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text for the Storm of Vengeance spell
Spell Resistance: Yes
Augmentation: No

You channel the combined energy from the Elemental Plane of Air and Elemental Plane of Water in order to conjure an enormous black storm cloud. This formula functions like the spell of the same name.

It also counters and dispel the eponymous spell and vice-versa.

Stun Ray
7th-level Conjuration (Creation) formula [Air, Electricity]
Minimum Cost: 7 A, 5 P
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1d4+1 rounds; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Augmentation: Yes

Conjuring energy from the Quasielemental Plane of Lightning, you blast an enemy with a scintillating ray of electricity. You must succeed on a ranged touch attack with the ray to strike a target. The target is stunned for 1d4+1 rounds by the ray of electricity. If the subject makes a successful Fortitude save, it is stunned for only 1 round. Creatures that are immune to electricity are not affected by this formula.

This formula counters and dispel the spell of the same name (described in the Spell Compendium), but the spell may only do the same if the formula is not augmented beyond its minimum cost.

Augmentation: For every 1 A and 1 P spent after the minimum cost, the subject also takes 2d6 points of electricity damage, regardless of the result of its save. If it failed its save, it is also stunned for one additional round. Finally, the effective level of the formula increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Summon Elemental I
2nd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature (normal) or one or more creatures, no two of which can be more than 30 ft. apart (augmented)
Duration: 1 round/level (maximum 1 minute) (D)
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

This formula summons a creature from one of the elemental planes. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

The formula conjures a creature from the following table. Each creature has a different cost and provide the formula with a different descriptor. All the creatures on the table are neutral unless otherwise noted.


Creature Summoned
Cost
Descriptor


Air Elemental, Small
2 A
Air


Earth Elemental, Small
2 E
Earth


Fire Elemental, Small
2 F
Fire


Ice Paraelemental, Small (MoP)
2 A, 2 W
Air, Water


Magma Paraelemental, Small (MoP)
2 E, 2 F
Earth, Fire


Ooze Paraelemental, Small (MoP)
2 E, 2 W
Earth, Water


Smoke Paraelemental, Small (MoP)
2 A, 2 F
Air, Fire


Water Elemental, Small
2 W
Water



Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one. By spending 2 additional planar points of each type required to summon a specific kind of creature, you can summon 1d4+1 creatures of that kind instead of only one. In addition, the effective level of the formula increases by 1 or 2, respectively, for the purpose of effects that rely on it. These two augmentations cannot be combined.

Summon Elemental II
3rd-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I (described above), but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Azer
3 F
Fire


Buio (http://www.giantitp.com/forums/showsinglepost.php?p=17733384&postcount=7)* [Chaotic Neutral]
1 N
—


Elemental Steward, Arctine (CP)
3 W
Cold, Water


Elemental Steward, Emberling (CP)
3 F
Fire


Elemental Steward, Geodite (CP)
3 E
Earth, Sonic


Elemental Steward, Tempestan (CP)
3 A
Air, Electricity


Grue, chaggrin [Neutral Evil] (CAr)
3 E
Earth, Evil


Grue, harginn [Neutral Evil] (CAr)
3 F
Evil, Fire


Grue, ildriss [Neutral Evil] (CAr)
3 A
Air, Evil


Grue, vardigg [Neutral Evil] (CAr)
3 W
Evil, Water


Lumi* [Lawful Neutral] (MMIII)
1 P
—


Stone Spike (MMII)
3 E
Earth


Storm Elemental, Small (MMIII)
3 A
Air


Thoqqua
3 E, 3 F
Earth, Fire



* The creature is unable to use its Cure Light Wounds or Inflict Light Wounds spell-like ability.

Summon Elemental III
4th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list). In addition, summoning some creatures may let you recover planar points of a specific type, as indicated on the table. This recovery happens immediately after the formula is successfully cast.


Creature Summoned
Cost
Descriptor
Recovered Planar Points


Air Elemental, Medium
4 A
Air
—


Air Mephit
4 A
Air
—


Aoa, droplet (FF)
2 N, 2 P
—
—


Arrowhawk, juvenile
4 A
Air
—


Desiccator [Neutral Evil] (LM)
4 W, 2 N
Water
—


Dust Mephit
4 E, 2 N
Air
+1 A


Earth Elemental, Medium
4 E
Earth
—


Earth Mephit
4 E
Earth
—


Fire Elemental, Medium
4 F
Fire
—


Fire Bat [Neutral Evil] (MMII)
4 F
Fire
—


Fire Mephit
4 F
Fire
—


Glass Mephit (Sand)
4 E, 4 F
Earth, Fire
—


Ice Mephit
4 A, 4 W
Air
+1 W


Ice Paraelemental, Medium (MoP)
4 A, 4 W
Air, Water
—


Magma Hurler [Chaotic Evil] (MH)
4 E, 4 F
Earth, Fire
—


Magma Mephit
4 E, 4 F
Fire
+1 E


Magma Paraelemental, Medium (MoP)
4 E, 4 F
Earth, Fire
—


Magmin
4 F
Fire
—


Ooze Mephit
4 E, 4 W
Water
+1 E


Ooze Paraelemental, Medium (MoP)
4 E, 4 W
Earth, Water
—


Salamander, flamebrother [Neutral Evil]
4 F
Fire
—


Salt Mephit
4 W, 2 N
Earth
+1 E


Smoke Paraelemental, Medium (MoP)
4 A, 4 F
Air, Fire
—


Steam Mephit
4 W, 2 P
Fire
+1 F


Stonechild [Neutral Good] (MH)
4 E
Earth
—


Sulfur Mephit (Sand)
4 A, 4 E
Air, Earth
—


Tojanida, juvenile
4 W
Water
—


Water Elemental, Medium
4 W
Water
—


Water Mephit
4 W
Water
—


Xorn, minor
4 E
Earth
—



Summon Elemental IV
5th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Air Elemental, Large
5 A
Air


Arrowhawk, adult
5 A
Air


Dust Twister (Sand)
5 A, 2 E, 2 F, 2 W
Air


Earth Elemental, Large
5 E
Earth


Fire Elemental, Large
5 F
Fire


Ice Paraelemental, Large (MoP)
5 A, 5 W
Air, Water


Janni (genie)
5 A, 5 E, 5 F, 5 W
Air, Earth, Fire, Water


Magma Paraelemental, Large (MoP)
5 E, 5 F
Earth, Fire


Ooze Paraelemental, Large (MoP)
5 E, 5 W
Earth, Water


Rast
5 F
Fire


Ravid*
3 P
—


Smoke Paraelemental, Large (MoP)
5 A, 5 F
Air, Fire


Storm Elemental, Medium (MMIII)
5 A
Air


Tojanida, adult
5 W
Water


Walking Wall [Lawful Neutral] (MH)
5 E
Earth


Water Elemental, Large
5 W
Water


Xac-yel (PlH)
5 F
Fire


Xag-ya (MoP)
3 P
—


Xeg-yi (MoP)
3 N
—



* When the creature returns to its native plane, the animated objects under its control become inanimate again.

Summon Elemental V
6th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Air Elemental, Huge
6 A
Air


Belker [Neutral Evil]
6 A
Air


Chraal [Neutral Evil] (MMIII)
6 A, 6 W
Air, Cold, Water


Cinderspawn [Chaotic Evil] (LM)
6 F, 4 N
Fire


Earth Elemental, Huge
6 E
Earth


Fire Elemental, Huge
6 F
Fire


Ice Paraelemental, Huge (MoP)
6 A, 6 W
Air, Water


Magma Paraelemental, Huge (MoP)
6 E, 6 F
Earth, Fire


Ooze Paraelemental, Huge (MoP)
6 E, 6 W
Earth, Water


Oread (FF)
6 E
Earth


Salamander, average [Neutral Evil]
6 F
Fire


Smoke Paraelemental, Huge (MoP)
6 A, 6 F
Air, Fire


Storm Elemental, Large (MMIII)
6 A
Air


Voidwraith [Neutral Evil] (LM)
6 A, 4 N
Air


Water Elemental, Huge
6 W
Water


Xorn, average
6 E
Earth



Summon Elemental VI
7th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Air Elemental, Greater
7 A
Air


Arrowhawk, elder
7 A
Air


Caller from the Deeps [Neutral Evil] (Sto)
7 W
Water


Djinni (genie) [Chaotic Good]
7 A
Air


Earth Elemental, Greater
7 E
Earth


Fire Elemental, Greater
7 F
Fire


Ice Paraelemental, Greater (MoP)
7 A, 7 W
Air, Water


Inferno Spider (MMIV)
7 F
Fire


Invisible Stalker
7 A
Air


Magma Paraelemental, Greater (MoP)
7 E, 7 F
Earth, Fire


Movanic Deva [Neutral Good] (FF)
5 N, 5 P
Good


Ooze Paraelemental, Greater (MoP)
7 E, 7 W
Earth, Water


Smoke Paraelemental, Greater (MoP)
7 A, 7 F
Air, Fire


Storm Elemental, Huge (MMIII)
7 A
Air


Water Elemental, Greater
7 W
Water


Xorn, elder
7 E
Earth



Summon Elemental VII
8th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Duration: 1 minute (D)

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Djinni, noble (genie) [Chaotic Good]
8 A
Air


Efreeti (genie) [Lawful Evil]
8 F
Fire


Ruin Elemental (MMV)
8 E
Earth


Salamander, noble [Neutral Evil]
8 F
Fire


Storm Elemental, Greater (MMIII)
8 A
Air


Tojanida, elder
8 W
Water


Void Ooze (PlH)
8 A, 6 N
Air



Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.

Summon Elemental VIII
9th-level Conjuration (Summoning) formula [See text]
Minimum Cost: See text
Casting Time: 1 round
Effect: One summoned creature
Duration: 1 minute (D)
Augmentation: No

This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).


Creature Summoned
Cost
Descriptor


Air Elemental, Elder
9 A
Air


Earth Elemental, Elder
9 E
Earth


Fire Elemental, Elder
9 F
Fire


Ice Paraelemental, Elder (MoP)
9 A, 9 W
Air, Water


Magma Paraelemental, Elder (MoP)
9 E, 9 F
Earth, Fire


Ooze Paraelemental, Elder (MoP)
9 E, 9 W
Earth, Water


Smoke Paraelemental, Elder (MoP)
9 A, 9 F
Air, Fire


Unraveler (PlH)
7 A, 7 E, 7 F, 7 W, 5 N, 5 P
Air, Earth, Fire, Water


Water Elemental, Elder
9 W
Water



Suppress Flame
6th-level Transmutation formula [Air, Cold, Water]
Minimum Cost: 6 A, 6 W, 4 N
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: 10-ft. cube/level (S)
Duration: 6 minutes
Saving Throw: None
Spell Resistance: No
Augmentation: Yes

You imbue an area with a combination of cold and negative energies that suppresses flame. Illumination emitted by fire (torches, continual flame, and so on) is reduced by half.

In addition, all damage caused by fire, including all fire spells and spell-like effects, is reduced to 1 point per die. A caster can make a caster level check (DC 10 + your caster level) to cause normal amounts of damage from fire spells. A new caster level check must be made for each spell cast.

This formula counters and dispel the spell of the same name (described in Frostburn), and vice-versa.

Augmentation: For each 1 A, 1 W and 1 N spent after the minimum cost, the duration of this formula increases by 1 minute and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it.

Towering Thunderhead
9th-level Conjuration (Creation) formula [Air]
Minimum Cost: 9 A
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 60 ft. high)
Duration: 3 rounds (D)
Saving Throw: None
Spell Resistance: No
Augmentation: No

You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).

It also counters and dispel the eponymous spell and vice-versa.

Transmute Rock to Lava
9th-level Transmutation formula [Earth, Fire]
Minimum Cost: 9 E, 9 F
Range: Medium (100 ft. + 10 ft./level)
Area: One 10-ft. cube
Duration: Instantaneous
Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
Spell Resistance: No
Augmentation: No

You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).

It also counters and dispel the eponymous spell and vice-versa.

Network
2014-07-07, 09:00 AM
Planar Mage formulas (Part 4):
Winter's Embrace
4th-level Evocation formula [Air, Cold, Water]
Minimum Cost: 4 A, 4 W
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (maximum 1 minute)
Saving Throw: Fortitude partial
Spell Resistance: Yes
Augmentation: Yes

This formula covers the victim with sheets of ice and lumps of snow.

If the subject succeeds on its Fortitude save, the ice and snow instantly slough from its body, causing a mere 1d4 points of cold damage and ending the effect.

If the subject fails its saving throw, the ice and snow cling tenaciously to its body and cause 1d8 points of cold damage each round. On the subject's action each round, it can attempt a new Fortitude saving throw to avoid taking damage that round. The second time a subject takes damage from a single casting of this formula, it becomes fatigued. The fourth time it takes damage from the same formula, it becomes exhausted.

This formula counters and dispel the spell of the same name (described in Frostburn and reedited in the Spell Compendium), and vice-versa.

Augmentation: For each 1 A and 1 W spent after the minimum cost, the duration of this formula increases by 2 rounds and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Wrack Earth
7th-level Evocation formula [Earth]
Minimum Cost: 7 E
Range: 30 ft.
Area: Line
Duration: Instantaneous
Saving Throw: Reflex half; see text
Spell Resistance: No
Augmentation: Yes

You tap into the power of the Elemental Plane of Earth to cause a shockwave in the area.

When you cast the formula, earth and stone blast upward in the affected area, smashing creatures and knocking them out of the way. This formula deals 14d6 points of bludgeoning damage to every creature it contacts and creates a 5-foot-wide mound of stone and rubble along the path of the line. Creatures within the area that fail their Reflex saves are moved to a random side of the rubble. The rubble created is difficult terrain that requires 2 squares of movement to enter. Creatures that succeed on their saving throws take half damage and are not moved by the mound of rubble.

This formula counters and dispel the spell of the same name (described in Player's Handbook II), and vice-versa.

Augmentation: For every 1 E spent on augmentation, this formula deals an additional 2d6 points of bludgeoning damage, its range increases by 5 feet, and its effective level increases by 1 (to a maximum of 9th level) for the purpose of effects that rely on it, such as its save DC.

Network
2014-07-07, 09:02 AM
Reserved for formulas (5/5)

You may start posting.

Network
2014-07-07, 11:51 AM
Reserved for more formulas

Tacitus
2014-07-08, 12:13 AM
At a glance I'm certainly liking the concept, but some of the scaling seems a bit weak. In order to do level appropriate damage with damaging formulas it looks like you have to expend everything you've got every round until you burn out (likely 4 rounds, maybe less). Maybe the combat is over by then. If its not, good luck.

Now, I haven't gone through all of the formulas yet, but 1 point to do 1d6 damage up to four times in an encounter as a ranged touch attack is great at 1st level, but not so much at 20th. Granted, you'll be able to do 19d6 at 20th for ten points, but thats one target and a waste, and I assume another formula would be used instead.

Honestly, with the go-all-day feel (well, mininova all day maybe), why not just give them Elemental Ray as a class feature at no points, and scale? Warlock does it and its fairly weaksauce, so I don't see why this would be any different. Medium BAB, no armor proficiencies means you've got to give them something to do if the player goes nova or the combat drags on too long (even considering the minimal recharge mechanic). Granted, being thrifty with your points is an option, but then you're dishing out effects that probably are not level appropriate. Not to mention if you choose a non-damaging power

On Elemental Monolith, why not just use the base duration? Spending a full round and a huge pile of points to get a giant mound of elemental matter for 12 seconds feels like a ripoff.

Network
2014-07-08, 10:31 AM
At a glance I'm certainly liking the concept, but some of the scaling seems a bit weak. In order to do level appropriate damage with damaging formulas it looks like you have to expend everything you've got every round until you burn out (likely 4 rounds, maybe less). Maybe the combat is over by then. If its not, good luck.

Now, I haven't gone through all of the formulas yet, but 1 point to do 1d6 damage up to four times in an encounter as a ranged touch attack is great at 1st level, but not so much at 20th. Granted, you'll be able to do 19d6 at 20th for ten points, but thats one target and a waste, and I assume another formula would be used instead.

Honestly, with the go-all-day feel (well, mininova all day maybe), why not just give them Elemental Ray as a class feature at no points, and scale? Warlock does it and its fairly weaksauce, so I don't see why this would be any different. Medium BAB, no armor proficiencies means you've got to give them something to do if the player goes nova or the combat drags on too long (even considering the minimal recharge mechanic). Granted, being thrifty with your points is an option, but then you're dishing out effects that probably are not level appropriate. Not to mention if you choose a non-damaging power

On Elemental Monolith, why not just use the base duration? Spending a full round and a huge pile of points to get a giant mound of elemental matter for 12 seconds feels like a ripoff.
Thanks for replying. I will try to explain my reasoning behind the scaling effect.

As you noticed, augmenting a low-level formula is almost always a sub-optimal choice. Many high-level formulas are AoE attacks, and others are SoD, so I simply can't see the reason a character with access to, say, Blackfire or Elemental Storm would still use Elemental Ray as his favorite combat tactic. Though if he does, it's likely because he has Elemental Ray Mastery, so maybe I should improve that feat instead (like, say, making it increase the damage of your Elemental Ray). Do you think if I do that, make more similar feats that add on low-level formulas, and allowed the Planar Mage to take them as bonus feats, I would have solved the issue?

On Elemental Monolith, it was because I thought summoning a CR 17 monstruosity too often and for too long would make the formula too good, and forcing the Planar Mage to concentrate on a formula during combat isn't exactly the feel I had of the class. So I don't think a duration of Concentration will go well, and I don't want to change the duration to 1 minute without further thought. Is there another solution you can suggest?

Tacitus
2014-07-08, 05:54 PM
Aye, I'm sure using a higher level formula is going to be better than a lower level one, but I'm more concerned about the struggle between going nova and then having nothing to do vs saving points and being somewhat ineffectual. I was merely suggesting something to make sure the character always has something to do in combat, especially at low levels.

Perhaps a midground on the Monolith? Maybe a Full Round Action for a shorter duration (1/6lvls? slightly longer, but scales into epic) and an optional longer casting time (perhaps via an Augment) to then turn it into Concentration duration (max round/lvl? or rounds with points for longer duration*) for those moment when you need a big beast out of combat for moving a mountain or shouldering aside an ocean for a minute.

*ie, when rounds/level concentration would run out, spend X points to extend, cumulative with each extension. So lets say 5 for first extension, 10 for the second, eventually 15 for a third into epic, etc.

Network
2014-07-08, 09:31 PM
Aye, I'm sure using a higher level formula is going to be better than a lower level one, but I'm more concerned about the struggle between going nova and then having nothing to do vs saving points and being somewhat ineffectual. I was merely suggesting something to make sure the character always has something to do in combat, especially at low levels.
I just thought of something ; what about a reserve-like feat? It's effectiveness would depend on the amount of planar points the character has remaining, so he could go nova with three out of four points, and keep the others to be able to use a nerfed Elemental Ray. I guess this could be added to Elemental Ray Mastery.

Perhaps a midground on the Monolith? Maybe a Full Round Action for a shorter duration (1/6lvls? slightly longer, but scales into epic) and an optional longer casting time (perhaps via an Augment) to then turn it into Concentration duration (max round/lvl? or rounds with points for longer duration*) for those moment when you need a big beast out of combat for moving a mountain or shouldering aside an ocean for a minute.

*ie, when rounds/level concentration would run out, spend X points to extend, cumulative with each extension. So lets say 5 for first extension, 10 for the second, eventually 15 for a third into epic, etc.
That'd be tricky. It would mean the formula scales better than the other ones, since they all have a maximum duration. Also none of the current 9th-level formulas have an augmentation, simply because I never intended epic planecasters to have more than 10 planar points of a given type (they'd get 10th-level formulas to compensate). Though I find the idea of making them more useful out of combat to be interesting ; I will allow people to increase the formula's duration by increasing its casting time.

Tacitus
2014-07-08, 10:05 PM
Hmm, reserve-type abilities would probably fit very well. Might even be able to just up and allow Formula to qualify as sources for existing reserve feats as well, but that might get wiggy.

Network
2014-07-08, 10:12 PM
Added a reserve-like option to Elemental Ray Mastery and the option to increase Elemental Monolith's duration by increasing the casting time. Not sure if the text is clear though.

As for qualifying for actual reserve feats, I was thinking about it for quite some time. I will see if I can make it work.